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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., , , и . WIS, том 1626 из Communications in Computer and Information Science, стр. 46-60. Springer, (2022)Lessons Learned from the Gamified Solutions in Healthcare Project: Usability Studies of Digital Game-based Physical Exercises for Elderly People., , , , и . EAI Endorsed Trans. Serious Games, 4 (13): e3 (2017)A usability evaluation of the Google Home with non-native English speakers using the system usability scale.. Int. J. Netw. Virtual Organisations, 26 (3): 172-194 (2022)Rehabilitative Games for Stroke Patients., , и . EAI Endorsed Trans. Serious Games, 1 (4): e2 (2015)Investigating the effects of motion-based Kinect game system on user cognition., , , , , и . J. Multimodal User Interfaces, 9 (4): 403-411 (2015)A player engagement model for an augmented reality game: a case of pokémon go., и . OZCHI, стр. 11-15. ACM, (2016)Investigating the Role of User's English Language Proficiency in Using a Voice User Interface: A Case of Google Home Smart Speaker., и . CHI Extended Abstracts, ACM, (2019)Benefits of exergame exercise on physical functioning of elderly people., , , , , , и . CogInfoCom, стр. 85-90. IEEE, (2017)Pre-studies on Using Digital Games for the Elderly's Physical Activities., , и . WIS, том 636 из Communications in Computer and Information Science, стр. 82-96. Springer, (2016)