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Player Identity Dissonance and Voice Interaction in Games., , , and . CHI PLAY, page 265-269. ACM, (2015)You can be too rich: mediated communication in a virtual world., , and . OZCHI, volume 411 of ACM International Conference Proceeding Series, page 49-56. ACM, (2009)The Design of Networked Exertion Games., , and . J. Virtual Real. Broadcast., (2008)Designing for Bodily Interplay in Social Exertion Games., , , and . ACM Trans. Comput. Hum. Interact., 24 (3): 24:1-24:41 (2017)How probes work., , , , and . OZCHI, volume 251 of ACM International Conference Proceeding Series, page 29-37. ACM, (2007)Being chased by zombies!: understanding the experience of mixed reality quests., , and . OZCHI, page 207-216. ACM, (2013)Phatic Interactions: Being Aware and Feeling Connected., , and . Awareness Systems, Springer, (2009)Speaking in Character: Voice Communication in Virtual Worlds., and . Online Worlds: Convergence of the Real and the Virtual, Springer, (2010)Children and Minecraft: A survey of children's digital play., , and . New Media Soc., 20 (9): 3283-3303 (2018)eSports in EVE Online: Skullduggery, fair play and acceptability in an unbounded competition., and . FDG, page 47-54. Society for the Advancement of the Science of Digital Games, (2013)