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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)A comparison of techniques for in-place toolbars., , and . Graphics Interface, page 35-38. ACM / Canadian Human-Computer Communications Society, (2010)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)Seek What You Need: Affiliation and Power Motives Drive Need Satisfaction, Intrinsic Motivation, and Flow in League of Legends., , , and . Proc. ACM Hum. Comput. Interact., 5 (CHI PLAY): 288:1-288:23 (2021)How Avatar Customization Affects Fear in a Game-based Digital Exposure Task for Social Anxiety., , , , and . Proc. ACM Hum. Comput. Interact., 5 (CHI PLAY): 248:1-248:27 (2021)Shoulder-to-Shoulder: How Pinball Supports Men's Wellbeing., , , , , and . Proc. ACM Hum. Comput. Interact., 6 (CHI): 1-25 (2022)A chronology of SIGCHI conferences: 1983 to 2022., , , , , , , , , and 23 other author(s). Interactions, 29 (6): 34-41 (2022)Using psychophysiological techniques to measure user experience with entertainment technologies., , and . Behav. Inf. Technol., 25 (2): 141-158 (2006)PiNiZoRo: a GPS-based exercise game for families., , , , and . Future Play, page 243-246. ACM, (2010)