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Decreasing sedentary behaviours in pre-adolescents using casual exergames at school., , , and . CHI PLAY, page 97-106. ACM, (2014)A chronology of SIGCHI conferences: 1983 to 2022., , , , , , , , , and 23 other author(s). Interactions, 29 (6): 34-41 (2022)Using psychophysiological techniques to measure user experience with entertainment technologies., , and . Behav. Inf. Technol., 25 (2): 141-158 (2006)Risking Treasure: Testing Loss Aversion in an Adventure Game., , , , , and . CHI PLAY, page 306-320. ACM, (2020)Shoulder-to-Shoulder: How Pinball Supports Men's Wellbeing., , , , , and . Proc. ACM Hum. Comput. Interact., 6 (CHI): 1-25 (2022)Daily Quests or Daily Pests? The Benefits and Pitfalls of Engagement Rewards in Games., and . Proc. ACM Hum. Comput. Interact., 6 (CHI): 1-23 (2022)Seek What You Need: Affiliation and Power Motives Drive Need Satisfaction, Intrinsic Motivation, and Flow in League of Legends., , , and . Proc. ACM Hum. Comput. Interact., 5 (CHI PLAY): 288:1-288:23 (2021)How Avatar Customization Affects Fear in a Game-based Digital Exposure Task for Social Anxiety., , , , and . Proc. ACM Hum. Comput. Interact., 5 (CHI PLAY): 248:1-248:27 (2021)Perceptibility and utility of sticky targets., and . Graphics Interface, page 65-72. ACM Press, (2008)PiNiZoRo: a GPS-based exercise game for families., , , , and . Future Play, page 243-246. ACM, (2010)