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Playing Alone, Playing With Others: Differences in Player Experience and Indicators of Wellbeing.

, , and . CHI PLAY, page 3-12. ACM, (2015)

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Exploring mindlessness as an explanation for the media equation: a study of stereotyping in computer tutorials., and . Personal and Ubiquitous Computing, 13 (2): 151-163 (2009)The False Dichotomy between Positive and Negative Affect in Game Play., , , and . CHI PLAY, page 799-804. ACM, (2015)The edge of glory: the relationship between metacritic scores and player experience., , , and . CHI PLAY, page 141-150. ACM, (2014)Determinants of Beat-to-Beat Variability of Repolarization Duration in the Canine Ventricular Myocyte: A Computational Analysis., , , , , , and . PLoS Comput. Biol., (2013)The Internet of Playful Things., , , , , , and . CHI PLAY, page 821-826. ACM, (2015)Indicators of wellbeing in recreational video game players., , and . OZCHI, page 613-617. ACM, (2015)Exploring Boredom Proneness as a Predictor of Mobile Phone Use in the Car., , , and . OZCHI, page 465-473. ACM, (2015)More naturalness, less control: The effect of natural mapping on the co-located player experience., , , and . FDG, page 174-182. Society for the Advancement of the Science of Digital Games, (2013)Frictional widgets: enhancing touch interfaces with programmable friction., , , , , , , and . CHI Extended Abstracts, page 1153-1158. ACM, (2011)Understanding player threat responses in FPS games., , and . IE, page 32:1-32:3. ACM, (2013)