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Investigating the Usability, User Experiences, and Usefulness of Digital Game-based Exercises for Elderly People: A Case Study of Finland.

. CHI PLAY (Companion), page 71-76. ACM, (2018)

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Understanding the role of culture and cultural attributes in digital game localization.. Entertain. Comput., (2018)Design and Development of an NLP-Based Mental Health Pre-screening Tool for Undergraduate Students in Thailand: A Usability Study., , , and . WIS, volume 1626 of Communications in Computer and Information Science, page 46-60. Springer, (2022)Serious Games and Active Healthy Ageing: A Pre-study., , , , and . WIS, volume 450 of Communications in Computer and Information Science, page 159-167. Springer, (2014)Towards Understanding Users' Engagement and Enjoyment in Immersive Virtual Reality-Based Exercises.. MobileHCI (Extended Abstracts), page 9:1-9:6. ACM, (2021)Understanding Players' Experiences in Location-based Augmented Reality Mobile Games: A Case of Pokémon Go., , and . CHI PLAY (Companion), page 535-541. ACM, (2017)Investigating the Usability, User Experiences, and Usefulness of Digital Game-based Exercises for Elderly People: A Case Study of Finland.. CHI PLAY (Companion), page 71-76. ACM, (2018)Investigating Players' Engagement, Immersion, and Experiences in Playing Pokémon Go., , and . Creativity & Cognition, page 247-251. ACM, (2017)A player engagement model for an augmented reality game: a case of pokémon go., and . OZCHI, page 11-15. ACM, (2016)Rehabilitative Games for Stroke Patients., , and . EAI Endorsed Trans. Serious Games, 1 (4): e2 (2015)Investigating the effects of motion-based Kinect game system on user cognition., , , , , and . J. Multimodal User Interfaces, 9 (4): 403-411 (2015)