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Good Frustrations: The Paradoxical Pleasure of Fearing Death in DayZ.

, , and . OZCHI, page 119-123. ACM, (2015)

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Frame Analysis of Voice Interaction Gameplay., , , , and . CHI, page 393. ACM, (2019)Whose mind is the signal? Focalization in video game narratives.. DiGRA Conference, Digital Games Research Association, (2015)Looks Can Be Deceiving: Using Gaze Visualisation to Predict and Mislead Opponents in Strategic Gameplay., , , and . CHI, page 261. ACM, (2018)"Hi! I am the Crowd Tasker" Crowdsourcing through Digital Voice Assistants., , , , , , , and . CHI, page 1-14. ACM, (2020)Good Frustrations: The Paradoxical Pleasure of Fearing Death in DayZ., , and . OZCHI, page 119-123. ACM, (2015)How Players Speak to an Intelligent Game Character Using Natural Language Messages., , and . Trans. Digit. Games Res. Assoc., (2018)Word Play: A History of Voice Interaction in Digital Games., , and . Games Cult., 15 (2): 91-113 (2020)Bones of Contention: Social Acceptance of Digital Cemetery Technologies., , , and . CHI, page 814:1-814:17. ACM, (2023)Evaluating Real-Time Gaze Representations to Infer Intentions in Competitive Turn-Based Strategy Games., , , , and . CHI PLAY, page 541-552. ACM, (2017)Design Patterns for Voice Interaction in Games., , , and . CHI PLAY, page 5-17. ACM, (2018)