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Social Contributors and Consequences of Habitual and Compulsive Game Play., , and . IJTHI, 11 (3): 17-34 (2015)Are Good Games Also Good Problems?: Content Analysis of Problem Types and Learning Principles in Environmental Education Games.. Int. J. Game Based Learn., 3 (4): 47-61 (2013)Does Digital Game Interactivity Always Promote Self-Efficacy?. Cyberpsy., Behavior, and Soc. Networking, 18 (11): 669-673 (2015)Twitch Users' Motivations and Practices During Community Mental Health Discussions., , , , , and . Proc. ACM Hum. Comput. Interact., 6 (GROUP): 5:1-5:23 (2022)Voices of the unsung: The role of social presence and interactivity in building empathy in 360 video., , , and . New Media Soc., (2021)The more the merrier? The effects of system-aggregated group size information on user's efficacy and intention to participate in collective actions., and . Internet Res., 31 (1): 191-207 (2021)Seeking a Sense of Control or Escapism? The Role of Video Games in Coping with Unemployment., and . Games Cult., 18 (3): 339-361 (May 2023)Building common ground and reciprocity through social network games., , , and . CHI Extended Abstracts, page 4423-4428. ACM, (2010)Does slacktivism hurt activism?: the effects of moral balancing and consistency in online activism., and . CHI, page 811-820. ACM, (2013)An Irrational Black Market? Boundary work perspective on the stigma of in-game asset transaction., and . DiGRA Conference, (2005)