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Government policies on the use of social media: legislating for change., , and . DG.O, page 131-140. Digital Government Research Center, (2011)Social Participation in Health 2.0., , , , , and . Computer, 43 (11): 45-52 (2010)Mixed Reality Games, , , , , and . Proceedings of the ACM 2012 Conference on Computer Supported Cooperative Work Companion, page 7--8. New York, NY, USA, ACM, (2012)The Role of Steps and Game Elements in Gamified Fitness Tracker Apps: A Systematic Review., , , and . Multimodal Technol. Interact., 5 (2): 5 (2021)Online health communities., , , , , , and . CHI Extended Abstracts, page 444-447. ACM, (2006)Designing Authentic Cybersecurity Learning Experiences: Lessons from the Cybermatics Playable Case Study., , , , , , and . HICSS, page 1-10. ScholarSpace, (2019)Reframing Playful Participation in Museums: Identity, Collaboration, Inclusion, and Joy., , , , , , , , , and 11 other author(s). ICLS, International Society of the Learning Sciences, (2020)Does motivation in citizen science change with time and culture?, , , , , , and . CSCW Companion, page 229-232. ACM, (2014)Gamifying citizen science: a study of two user groups., , , , , and . CSCW Companion, page 137-140. ACM, (2014)Mixed reality games., , , , , and . CSCW (Companion), page 7-8. ACM, (2012)