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Do men heal more when in drag?: conflicting identity cues between user and avatar.

, , , and . CHI, page 773-776. ACM, (2011)

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A Methodological Framework for Socio-Cognitive Analyses of Collaborative Design of Open Source Software., , , , , and . Comput. Support. Cooperative Work., 15 (2-3): 229-250 (2006)Doing Virtually Nothing: Awareness and Accountability in Massively Multiplayer Online Worlds., , and . Comput. Support. Cooperative Work., 16 (3): 265-305 (2007)Body and mind: a study of avatar personalization in three virtual worlds., , , and . CHI, page 1151-1160. ACM, (2009)Massively Multiplayer Online Games as Living Laboratories: Opportunities and Pitfalls.. Online Worlds: Convergence of the Real and the Virtual, Springer, (2010)The social side of gaming: a study of interaction patterns in a massively multiplayer online game., and . CSCW, page 360-369. ACM, (2004)Preventing bots from playing online games., and . Computers in Entertainment, 3 (3): 3 (2005)E-Mail Management: A Techno-Managerial Research Perspective., , , , and . Commun. Assoc. Inf. Syst., (2006)Through the azerothian looking glass: mapping in-game preferences to real world demographics., , , and . CHI, page 2811-2814. ACM, (2012)The "lonely gamer" revisited., , , , and . Entertain. Comput., 5 (1): 65-70 (2014)Building an MMO With Mass Appeal: A Look at Gameplay in World of Warcraft., , , and . Games Cult., 1 (4): 281-317 (2006)