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Lost Puppy: Towards a Playful Intervention for Wandering Dementia Patients., , and . ACE, volume 10714 of Lecture Notes in Computer Science, page 84-102. Springer, (2017)Coaxing: An Empirical Exploration of a Novel Way to Nudge Athletic Performance in Sports., , , and . PERSUASIVE, volume 13213 of Lecture Notes in Computer Science, page 174-189. Springer, (2022)ReadAR, Playful Book Finding Through Peer Book Reviews for Multi-faceted Characters in AR., , and . PERSUASIVE, volume 13832 of Lecture Notes in Computer Science, page 50-64. Springer, (2023)ANIM3: ANIMated ANIMals as A Numbing Immersive Mechanic., , , and . CHI PLAY (Companion), page 393-397. ACM, (2020)The Cost of Reward: A Critical Reflection on the 'What', 'How', and 'Why' of Gamification for Motivation in Sports., , , and . CHI PLAY Companion, page 222-224. ACM, (2023)Towards a Definition of Sportification with Generative Power Beyond Sports., , , and . CHI PLAY, page 268-269. ACM, (2022)Questioning Our Attitudes and Feelings Towards Persuasive Technology., , and . PERSUASIVE, volume 11433 of Lecture Notes in Computer Science, page 3-15. Springer, (2019)Evaluation of Dominant and Non-Dominant Hand Movements For Volleyball Action Modelling., , , , , , , , , and 1 other author(s). ICMI (Adjunct), page 8:1-8:6. ACM, (2019)A Design Space of Sports Interaction Technology., , , , , , , and . Found. Trends Hum. Comput. Interact., 15 (2-3): 132-316 (2022)Automatic Measurements of a Leisure Activity for People with Profound Disabilities., and . BCSS@PERSUASIVE, volume 2102 of CEUR Workshop Proceedings, page 48-59. CEUR-WS.org, (2018)