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Manipulating Leaderboards to Induce Player Experience., , and . CHI PLAY, page 115-120. ACM, (2015)Perceptibility and utility of sticky targets., and . Graphics Interface, page 65-72. ACM Press, (2008)PiNiZoRo: a GPS-based exercise game for families., , , , and . Future Play, page 243-246. ACM, (2010)Decreasing sedentary behaviours in pre-adolescents using casual exergames at school., , , and . CHI PLAY, page 97-106. ACM, (2014)A comparison of techniques for in-place toolbars., , and . Graphics Interface, page 35-38. ACM / Canadian Human-Computer Communications Society, (2010)Sometimes when we touch: how arm embodiments change reaching and collaboration on digital tables., , , , and . CSCW, page 193-202. ACM, (2013)Risking Treasure: Testing Loss Aversion in an Adventure Game., , , , , and . CHI PLAY, page 306-320. ACM, (2020)Seek What You Need: Affiliation and Power Motives Drive Need Satisfaction, Intrinsic Motivation, and Flow in League of Legends., , , and . Proc. ACM Hum. Comput. Interact., 5 (CHI PLAY): 288:1-288:23 (2021)How Avatar Customization Affects Fear in a Game-based Digital Exposure Task for Social Anxiety., , , , and . Proc. ACM Hum. Comput. Interact., 5 (CHI PLAY): 248:1-248:27 (2021)Shocking advantage! Improving digital game performance using non-invasive brain stimulation., , , , and . Int. J. Hum. Comput. Stud., (2021)