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Understanding User Requirements for Self-Created IoT Health Assistant Systems., , , , , and . MUM, page 43-55. ACM, (2021)Analysis of Recycling Capabilities of Individuals and Crowds to Encourage and Educate People to Separate Their Garbage Playfully., , and . CHI, page 1095-1104. ACM, (2015)Extending a Gamified Mobile App with a Public Display to Encourage Walking., , , and . MindTrek, page 20-29. ACM, (2018)"Enable or Disable Gamification?": Analyzing the Impact of Choice in a Gamified Image Tagging Task., , , and . CHI, page 150. ACM, (2019)Same-side Hand Interactions with Arm-placed Devices Using EMG., , and . CHI Extended Abstracts, page 1367-1372. ACM, (2015)Design guidelines to increase the persuasiveness of achievement goals for physical activity., , , and . GamiFIN, volume 2883 of CEUR Workshop Proceedings, page 40-49. CEUR-WS.org, (2021)Supporting users' influence in gamification settings and game live-streams.. Saarland University, Saarbrücken, Germany, (2018)Viewer types in game live streams: questionnaire development and validation., , , and . User Model. User Adapt. Interact., 32 (3): 417-467 (2022)Expanding Video Game Live-Streams with Enhanced Communication Channels: A Case Study., , and . CHI, page 1571-1576. ACM, (2017)Investigating Gamification for Seniors Aged 75+., , and . Conference on Designing Interactive Systems, page 453-458. ACM, (2018)