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TalkingCards: Using Tactile NFC Cards for Accessible Brainstorming., , , and . AH, page 18:1-18:7. ACM, (2016)Missing the Forest for the Trees: Balancing Personalization Costs and Benefits in Persuasive Games., , , , , and . PPT@PERSUASIVE, volume 1582 of CEUR Workshop Proceedings, page 40-43. CEUR-WS.org, (2016)POINTS - Playful objects for inclusive, personalized movement games., , , and . CoRR, (2019)Relatedness for Moral Courage: Game Experience Dimensions as Persuasive Strategies for Moral Courage in Contrast to Other Facets of Altruistic Behavior., , , , , and . PERSUASIVE, volume 13832 of Lecture Notes in Computer Science, page 322-336. Springer, (2023)Mobile location-based games to support orientation & mobility training for visually impaired students., , , and . MobileHCI, page 47:1-47:12. ACM, (2018)User-centred design with visually impaired pupils: A case study of a game editor for orientation and mobility training., , , and . Int. J. Child Comput. Interact., (2017)Work gamification: Effects on enjoyment, productivity and the role of leadership., , , , , , and . Electron. Commer. Res. Appl., (2020)No need to stop: exploring smartphone interaction paradigms while cycling., , , , , , and . MUM, page 177-187. ACM, (2017)Be Active! Participatory Design of Accessible Movement-Based Games., , , , and . TEI, page 179-192. ACM, (2020)