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Engaged by boos and cheers: the effect of co-located game audiences on social player experience.

, , , , , and . CHI PLAY, page 151-160. ACM, (2014)

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Exploring social interaction in co-located multiplayer games., , , , and . CHI Extended Abstracts, page 1119-1124. ACM, (2013)How Multidisciplinary is Gamification Research?: Results from a Scoping Review., , , , , and . CHI PLAY (Companion), page 445-452. ACM, (2017)Heuristic Evaluation for Gameful Design., , , , and . CHI PLAY (Companion), page 315-323. ACM, (2016)EEG-based assessment of video and in-game learning., , , , , and . CHI Extended Abstracts, page 667-672. ACM, (2013)CLEVER: A Trivia and Strategy Game for Enterprise Knowledge Learning., , , , , and . CHI PLAY (Companion), page 61-66. ACM, (2016)Gamification of Older Adults' Physical Activity: An Eight-Week Study., , and . HICSS, page 1-10. ScholarSpace / AIS Electronic Library (AISeL), (2018)Application of Augmented Reality for Multi-Scale Interactions in Emergency Vehicles., , , , and . AutomotiveUI (adjunct), page 221-224. ACM, (2018)The kaleidoscope of effective gamification: deconstructing gamification in business applications., and . Gamification, page 119-122. ACM, (2013)Developing iconic and semi-iconic game controllers., , , , and . CHI PLAY, page 435-436. ACM, (2014)Gameful Design Heuristics: A Gamification Inspection Tool., , , and . HCI (1), volume 11566 of Lecture Notes in Computer Science, page 224-244. Springer, (2019)