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Designing Unconventional Use of Conventional Displays in Games: Some Assembly Required.

, and . DiGRA/FDG, Digital Games Research Association/Society for the Advancement of the Science of Digital Games, (2016)

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Interactive dome experiences: designing astrosurf., , , and . MindTrek, page 393-402. ACM, (2016)Methods Beyond the Screen: Conducting remote player studies for game design research., , and . DiGRA Conference, Digital Games Research Association, (2019)WORLD4: Designing Ambiguity for First-Person Exploration Games., and . CHI PLAY, page 341-351. ACM, (2018)Designing Unconventional Use of Conventional Displays in Games: Some Assembly Required., and . DiGRA/FDG, Digital Games Research Association/Society for the Advancement of the Science of Digital Games, (2016)Towards Genre as a Game Design Research Approach., and . DiGRA Conference, Digital Games Research Association, (2017)First-Person Walkers: Understanding the Walker Experience through Four Design Themes., , , and . DiGRA/FDG, Digital Games Research Association/Society for the Advancement of the Science of Digital Games, (2016)