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Free-to-Play Games: Paying Players' Perspective., , , and . MindTrek, page 49-58. ACM, (2018)Building finnish game jam community through positive social facilitation., , and . MindTrek, page 433-440. ACM, (2016)OASIS deck of cards: house of colleagues: a playful experiment on community building., , , , , , and . MindTrek, page 2-9. ACM, (2015)Playful Furniture: Breaching a Serious Setting With Interactive Seats., , , , , , , and . Games Cult., 13 (3): 301-321 (2018)The imbalanced state of free-to-play game research: A literature review.. DiGRA Conference, Digital Games Research Association, (2019)Need to touch, wonder of discovery, and social capital: experiences with interactive playful seats., , , , and . Advances in Computer Entertainment, page 10:1-10:12. ACM, (2015)Domain-specific playability problems in social network games., , and . Int. J. Arts Technol., 8 (4): 282-306 (2015)Critical Acclaim and Commercial Success in Mobile Free-to-Play Games., , , and . DiGRA/FDG, Digital Games Research Association/Society for the Advancement of the Science of Digital Games, (2016)Applying lehman's laws to game evolution., , , and . IWPSE, page 11-17. ACM, (2013)Exploring Playability of Social Network Games., , and . Advances in Computer Entertainment, volume 7624 of Lecture Notes in Computer Science, page 336-351. Springer, (2012)