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The impact of communication technologies on life and relationship satisfaction., , , , and . Comput. Hum. Behav., (2016)Videogame control device impact on the play experience., , , and . IE, page 18. ACM, (2012)The media equation and team formation: Further evidence for experience as a moderator., and . Int. J. Hum. Comput. Stud., 65 (2): 111-124 (2007)Spectral Indices Accurately Quantify Changes in Seedling Physiology Following Fire: Towards Mechanistic Assessments of Post-Fire Carbon Cycling., , , , , , and . Remote. Sens., 8 (7): 572 (2016)Self-determination theory as applied to the design of a software learning system using whole-body controls., , and . OZCHI, page 146-149. ACM, (2012)Flourishing and video games., and . IE, page 19. ACM, (2012)'Put yourself in the picture': designing for futures with young adults with intellectual disability., , , , and . OZCHI, page 271-281. ACM, (2016)How Multidisciplinary is Gamification Research?: Results from a Scoping Review., , , , , and . CHI PLAY (Companion), page 445-452. ACM, (2017)Design and Preliminary Validation of The Player Experience Inventory., , , and . CHI PLAY (Companion), page 335-341. ACM, (2016)Cooperative Game Play with Avatars and Agents: Differences in Brain Activity and the Experience of Play., , , and . CHI, page 3721-3730. ACM, (2015)