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MESMER: Towards a Playful Tangible Tool for Non-Verbal Multi-Stakeholder Conversations.

, , , , and . CHI PLAY (Companion), page 168-172. ACM, (2020)

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The Good, the Bad, and the Divergent in Game-based Learning: Player Experiences of a Serious Game for Climate Change Engagement., , , , , , , , and . MindTrek, page 256-267. ACM, (2022)Play as a modelling system - A semiotic analysis of the overreaching prestige of games.. GamiFIN, volume 1857 of CEUR Workshop Proceedings, page 105-110. CEUR-WS.org, (2017)Etsijä's call: Gamifying virtual conferences with alternate reality games., , , and . GamiFIN, volume 2883 of CEUR Workshop Proceedings, page 160-169. CEUR-WS.org, (2021)Introduction to the Minitrack on Gamification., , and . HICSS, page 1. ScholarSpace, (2020)Envisioning Transhuman Communication Research: Speculative Human Augmentation Technologies and Fictional Abstracts., , , , , and . TEI, page 42:1-42:14. ACM, (2024)Transurbanism: Smart Cities for Transhumans., , , and . Conference on Designing Interactive Systems, page 1915-1928. ACM, (2020)Re-interpreting Cities with Play Urban Semiotics and Gamification.. ArtsIT/DLI, volume 265 of Lecture Notes of the Institute for Computer Sciences, Social Informatics and Telecommunications Engineering, page 276-285. Springer, (2018)Co-designing the Affective City: Speculative Explorations of Affective Place-Based Experiences., , , , , and . MindTrek, page 313-317. ACM, (2022)Children in 2077: Designing Children's Technologies in the Age of Transhumanism., , , , , , , , , and 11 other author(s). CHI Extended Abstracts, page 1-14. ACM, (2020)The Internet of Bananas: Critical Design and Playfulness for Citizen Sensing and Electronic Literacy., , , , , , , , and . CHI Extended Abstracts, page 422:1-422:8. ACM, (2023)