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Hakoniwa: Enhancing Physical Gamification using Miniature Garden Elements., , , и . MindTrek, стр. 117-127. ACM, (2021)AmbiPlant - Ambient Feedback for Digital Media through Actuated Plants., , , , , , и . CHI Extended Abstracts, стр. 1-9. ACM, (2020)Äbsolute or Relative?" - Exploring the Choice Between Leaderboard Types in an Image Tagging Task., , , , и . CHI PLAY, стр. 63-69. ACM, (2022)Gamified Ads: Bridging the Gap Between User Enjoyment and the Effectiveness of Online Ads., , , , , и . CHI, стр. 182. ACM, (2019)FamilyFlower: an Artifical Flower to Foster Distant Family Connections., , , , , и . MUM, стр. 204-207. ACM, (2021)Towards Predicting Hexad User Types from Smartphone Data., , , и . CHI PLAY (Companion), стр. 315-322. ACM, (2019)Faster, Harder? Investigating the Impact of Changing Background Music Speed on Gameplay Performance and Player Experience in an Endless Runner Game., , , и . CHI PLAY Companion, стр. 114-119. ACM, (2023)Using Hexad User Types to Select Suitable Gamification Elements to Encourage Healthy Eating., , , , и . CHI Extended Abstracts, стр. 1-8. ACM, (2020)Investigating User-Created Gamification in an Image Tagging Task., , , и . CHI, стр. 1-12. ACM, (2020)Germ Destroyer - A Gamified System to Increase the Hand Washing Duration in Shared Bathrooms., , , , и . CHI PLAY, стр. 509-519. ACM, (2019)