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Assessing the Core Elements of the Gaming Experience., , and . Evaluating User Experience in Games, Springer, (2010)Pamphlet vs. mobile: sensemaking of health information., , , and . IHC+CLIHC, page 157-161. Brazilian Computer Society / ACM, (2011)Assessing the Core Elements of the Gaming Experience., , and . Game User Experience Evaluation, Springer, (2015)Promoting Elderly-Children Interaction in Digital Games: A Preliminary Set of Design Guidelines., , , , , and . CRIWG, volume 8658 of Lecture Notes in Computer Science, page 169-176. Springer, (2014)Effortless attention and composite challenges in movement interaction., and . BCS HCI, page 157-164. British Computer Society, (2012)Static timing analysis for level-clocked circuits in the presence of crosstalk., , and . IEEE Trans. Comput. Aided Des. Integr. Circuits Syst., 22 (9): 1270-1277 (2003)The TAC paradigm: specifying tangible user interfaces., , , and . Personal and Ubiquitous Computing, 8 (5): 359-369 (2004)The TAC paradigm: unified conceptual framework to represent Tangible User Interfaces., , , and . CLIHC, page 9-15. ACM, (2003)Towards a taxonomy of factors implicated in children-elderly interaction when using entertainment technology., , and . MexIHC, page 51-54. ACM, (2012)Empirical validation of the involvement component of the pervasive GameFlow model., , and . Advances in Computer Entertainment Technology, page 48. ACM, (2011)