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Hexad-12: Developing and Validating a Short Version of the Gamification User Types Hexad Scale.

, , , and . CHI, page 677:1-677:18. ACM, (2023)

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Expense Control: A Gamified, Semi-Automated, Crowd-Based Approach For Receipt Capturing., , and . IUI, page 31-42. ACM, (2016)FamilyFlower: an Artifical Flower to Foster Distant Family Connections., , , , , and . MUM, page 204-207. ACM, (2021)Hexad-12: Developing and Validating a Short Version of the Gamification User Types Hexad Scale., , , and . CHI, page 677:1-677:18. ACM, (2023)Development and Validation of a German Version of the Player Experience Inventory (PXI)., , , , , and . MuC, page 265-275. ACM, (2022)Faster, Harder? Investigating the Impact of Changing Background Music Speed on Gameplay Performance and Player Experience in an Endless Runner Game., , , and . CHI PLAY Companion, page 114-119. ACM, (2023)Crowdjump: Investigating a Player-Driven Platform Game., , and . CHI PLAY, page 149-159. ACM, (2019)Towards Predicting Hexad User Types from Smartphone Data., , , and . CHI PLAY (Companion), page 315-322. ACM, (2019)HexArcade: Predicting Hexad User Types By Using Gameful Applications., , , and . CHI PLAY, page 219-230. ACM, (2020)Streamer's Hell - Investigating Audience Influence in Live-Streams Beyond the Game., , , and . Proc. ACM Hum. Comput. Interact., 6 (CHI): 1-27 (2022)Extending a Gamified Mobile App with a Public Display to Encourage Walking., , , and . MindTrek, page 20-29. ACM, (2018)