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Inscrutable Games: How Players Respond to Illegible or Opaque Game Design., , and . MindTrek, page 31-40. ACM, (2022)Wait, But Why?: Assessing Behavior Explanation Strategies for Real-Time Strategy Games., , , , , , , , , and . IUI, page 32-42. ACM, (2021)What Are You Looking At? Team Fight Prediction Through Player Camera., , , , , , , , , and 4 other author(s). CoG, page 1-8. IEEE, (2021)"Slow down and look": Desirable aspects of failure in video games, from the perspective of players., and . FDG, page 27:1-27:10. ACM, (2021)DAX: Data-Driven Audience Experiences in Esports., , , , , , , , , and 7 other author(s). IMX, page 94-105. ACM, (2020)Dead Fun: Uncomfortable Interactions in a Virtual Reality Game for Coffins., , , and . CHI PLAY, page 475-480. ACM, (2015)Social Icebreakers Everywhere: A Day In The Life., , and . ECSCW, European Society for Socially Embedded Technologies (EUSSET), (2020)Äfter All the Time I Put Into This": Co-Creation and the End-of-life of Social Network Games., , , , and . CHI PLAY, page 135-140. ACM, (2015)What's Your Problem with the Dog Internet?, , and . CHI Extended Abstracts, page 1-14. ACM, (2020)I Just Can't Believe These are not Fictitious: Vivifying design examples through narratives populated by existing artefacts., , and . MindTrek, page 129-134. ACM, (2022)