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Introduction to special issue: Video games as research instruments.

, , and . Entertain. Comput., 2 (1): 1-2 (2011)

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The TAC paradigm: unified conceptual framework to represent Tangible User Interfaces., , , and . CLIHC, page 9-15. ACM, (2003)Promoting Elderly-Children Interaction in Digital Games: A Preliminary Set of Design Guidelines., , , , , and . CRIWG, volume 8658 of Lecture Notes in Computer Science, page 169-176. Springer, (2014)Effortless attention and composite challenges in movement interaction., and . BCS HCI, page 157-164. British Computer Society, (2012)Pamphlet vs. mobile: sensemaking of health information., , , and . IHC+CLIHC, page 157-161. Brazilian Computer Society / ACM, (2011)Empirical validation of the involvement component of the pervasive GameFlow model., , and . Advances in Computer Entertainment Technology, page 48. ACM, (2011)Towards a taxonomy of factors implicated in children-elderly interaction when using entertainment technology., , and . MexIHC, page 51-54. ACM, (2012)Video games as research instruments., , , , and . CHI Extended Abstracts, page 4493-4496. ACM, (2010)Introduction to special issue: Video games as research instruments., , and . Entertain. Comput., 2 (1): 1-2 (2011)On the core elements of the experience of playing video games.. University College London, UK, (2009)British Library, EThOS.The role of input devices in the gaming experience.. BCS HCI (2), page 245-246. BCS, (2007)