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The Effect of Social Sharing Games and Game Performance on Motivation to Play Brain Games., и . GFHEU, стр. 48-55. Springer, (2014)Using feedback through digital technology to disrupt and change habitual behavior: A critical review of current literature., , , и . Comput. Hum. Behav., (2016)Meeting cancer patient needs: designing a patient platform., , , и . CHI Extended Abstracts, стр. 2381-2386. ACM, (2012)Building and sharing digital group histories., , , , и . CSCW Videos, стр. 3. ACM, (2002)We like to move it move it!: motivation and parasocial interaction., , и . CHI Extended Abstracts, стр. 2465-2470. ACM, (2012)PatientsLikeMe: Social norms and information values in an online health support group., , , , , , и . ASIST, том 46 из Proc. Assoc. Inf. Sci. Technol., стр. 1-4. Wiley, (2009)PatientsLikeMe: ALS patients sharing experiences and personal health information online., , , , , , и . ASIST, том 46 из Proc. Assoc. Inf. Sci. Technol., стр. 1-5. Wiley, (2009)Virtual dates: bridging the online and offline dating gap., , и . SIGGRAPH Research Posters, стр. 136. ACM, (2006)Improving online dating with virtual dates., , и . ASIST, том 44 из Proc. Assoc. Inf. Sci. Technol., стр. 1-15. Wiley, (2007)Sharing and building digital group histories., , , , и . CSCW, стр. 324-333. ACM, (2002)