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Games user research and gamification in human-computer interaction.. ACM Crossroads, 24 (1): 48-51 (2017)Advanced gaze visualizations for three-dimensional virtual environments., , and . ETRA, page 109-112. ACM, (2010)Technology Facilitates Physical Activity Through Gamification: A Thematic Analysis of an 8-Week Study., , and . Frontiers Comput. Sci., (2020)Defining gameful experience as a psychological state caused by gameplay: Replacing the term 'Gamefulness' with three distinct constructs., , , , , and . Int. J. Hum. Comput. Stud., (2019)Contextual influences on mobile player experience - A game user experience model., and . Entertain. Comput., 4 (1): 83-91 (2013)Brain Training for Silver Gamers: Effects of Age and Game Form on Effectiveness, Efficiency, Self-Assessment, and Gameplay Experience., , and . Cyberpsy., Behavior, and Soc. Networking, 12 (5): 493-499 (2009)A chronology of SIGCHI conferences: 1983 to 2022., , , , , , , , , and 23 other author(s). Interactions, 29 (6): 34-41 (2022)"It was Colonel Mustard in the Study with the Candlestick": Using Artifacts to Create An Alternate Reality Game-The Unworkshop., , , , , , and . CoRR, (2018)Communication Sequences Indicate Team Cohesion: A Mixed-Methods Study of Ad Hoc League of Legends Teams., , , , and . Proc. ACM Hum. Comput. Interact., 6 (CHI): 1-27 (2022)What Is It Like to Be a Game? - Object Oriented Inquiry for Games Research, Design, and Evaluation., and . Frontiers Comput. Sci., (2020)