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Player Choices, Game Endings and the Design of Moral Dilemmas in Games.

, , , and . CHI PLAY (Companion), page 627-636. ACM, (2018)

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Towards a Smart and Socialised Augmented Reality., , , and . CHI Extended Abstracts, page 1-8. ACM, (2020)Virtual and Augmented Reality for Positive Social Impact., , , , , , , and . OZCHI, page 8-11. ACM, (2019)Educational virtuality: cognitive benefits, design processes and new frontiers., , and . OZCHI, page 620-622. ACM, (2018)Development of an Immersive Visualisation System for the 3D Learning of Complex Rock Structures., , , , , and . OZCHI, page 248-253. ACM, (2022)Motivation Outcomes in Math-Related Videogames., , , and . Technol. Knowl. Learn., 26 (3): 637-659 (2021)Moved to learn: The effects of interactivity in a Kinect-based literacy game for beginning readers., , , , , , , , and . Comput. Educ., (2014)Do videogame rewards influence players' subsequent prosocial engagement? A preregistered partial replication study on the role of reward and reasoning., , , and . Int. J. Hum. Comput. Stud., (January 2024)Player Choices, Game Endings and the Design of Moral Dilemmas in Games., , , and . CHI PLAY (Companion), page 627-636. ACM, (2018)Exploring Uses of Augmented Reality in Participatory Marketing., , , and . CHI Extended Abstracts, ACM, (2019)Getting to Know English Language Learners in MOOCs: Their Motivations, Behaviors, and Outcomes., , , , , and . L@S, page 209-212. ACM, (2017)