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Applying the PLEX framework in designing for playfulness., , , , , and . DPPI, page 24:1-24:8. ACM, (2011)Narrative Friction in Alternate Reality Games: Design Insights from Conspiracy For Good., , , , and . DiGRA Conference, Digital Games Research Association, (2011)Dash Lane: An Adaptive Exergame for People Using Manual Wheelchairs., , , and . Conference on Designing Interactive Systems (Companion Volume), page 321-324. ACM, (2020)Including the Experiences of Physically Disabled Players in Mainstream Guidelines for Movement-Based Games., , , , , and . CHI, page 86:1-86:15. ACM, (2022)Social and privacy aspects of a system for collaborative public expression., , , , , and . Advances in Computer Entertainment Technology, page 23. ACM, (2011)Using prototypes in early pervasive game development., , and . Computers in Entertainment, 6 (2): 17:1-17:17 (2008)PLEXQ: Towards a Playful Experiences Questionnaire., , , and . CHI PLAY, page 381-391. ACM, (2015)reGossip: Playing Games at Interact 2001., , and . INTERACT, page 813-814. IOS Press, (2001)Good Game Feel: An Empirically Grounded Framework for Juicy Design., , , and . DiGRA Conference, Digital Games Research Association, (2018)Embarrassing Interactions., , , , , , and . CHI Extended Abstracts, page 2365-2368. ACM, (2015)