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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)Using psychophysiological techniques to measure user experience with entertainment technologies., , and . Behav. Inf. Technol., 25 (2): 141-158 (2006)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)A chronology of SIGCHI conferences: 1983 to 2022., , , , , , , , , and 23 other author(s). Interactions, 29 (6): 34-41 (2022)Daily Quests or Daily Pests? The Benefits and Pitfalls of Engagement Rewards in Games., and . Proc. ACM Hum. Comput. Interact., 6 (CHI): 1-23 (2022)