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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)Posture training with real-time visual feedback., , , and . CHI Extended Abstracts, page 3135-3138. ACM, (2013)Gathering Self-Report Data in Games Through NPC Dialogues: Effects on Data Quality, Data Quantity, Player Experience, and Information Intimacy., , and . CHI, page 118:1-118:12. ACM, (2021)Supporting children's collaboration across handheld computers., , , , and . CHI Extended Abstracts, page 255-256. ACM, (2001)Identifying emotional states using keystroke dynamics., , and . CHI, page 715-724. ACM, (2011)The effects of intended use on target acquisition., and . CHI, page 1649-1652. ACM, (2011)Extracting Heart Rate from Videos of Online Participants., , , and . CHI, page 4562-4567. ACM, (2016)