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An Analysis of Persuasive Technology Tool Strategies., , and . IWIPS, page 167-173. Product & Systems Internationalisation, Inc., (2005)Metaphorscape., , , and . EuroPLoP, page 224-254. UVK - Universitaetsverlag Konstanz, (2004)Visualisation for learning OOP, using AOP and eclipse., , , , , and . OOPSLA Companion, page 178-179. ACM, (2004)Bringing Culture into Focus.. MuC, page 397. Oldenbourg Verlag, (2012)Understanding and fostering children's storytelling during game narrative design., , , and . IDC, page 301-304. ACM, (2014)Spectrum: Exploring the Effects of Player Experience on Game Design., and . DiGRA/FDG, Digital Games Research Association/Society for the Advancement of the Science of Digital Games, (2016)A computational approach towards conflict resolution for serious games., , , , , , , and . FDG, page 15-22. ACM, (2011)From game design elements to gamefulness: defining "gamification"., , , and . MindTrek, page 9-15. ACM, (2011)A lightweight web-based case tool for sequence diagrams., , , , and . CHINZ, page 55-60. ACM, (2002)Playing the interface: a case study of Grand Theft Auto: San Andreas., , , and . OZCHI, volume 206 of ACM International Conference Proceeding Series, page 317-320. ACM, (2006)