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Video games for mental health., , , , and . Interactions, 26 (4): 32-36 (2019)Combating Attrition in Digital Self-Improvement Programs using Avatar Customization., and . CHI, page 660. ACM, (2018)Through the Looking Glass: The Effects of Feedback on Self-Awareness and Conversational Behaviour during Video Chat., , , , and . CHI, page 5271-5283. ACM, (2017)Designing for Emotional Complexity in Games: The Interplay of Positive and Negative Affect., , , , and . CHI PLAY (Companion), page 367-371. ACM, (2016)The False Dichotomy between Positive and Negative Affect in Game Play., , , and . CHI PLAY, page 799-804. ACM, (2015)The Motivational Push of Games: The Interplay of Intrinsic Motivation and External Rewards in Games for Training., , and . CHI PLAY, page 291-303. ACM, (2016)Fostering Intrinsic Motivation through Avatar Identification in Digital Games., , , and . CHI, page 2982-2995. ACM, (2016)Game Dynamics that Support Snacking, not Feasting., , , , and . CHI PLAY, page 573-588. ACM, (2019)A metric for automatically flagging problem levels in games from prototype walkthrough data., , and . MindTrek, page 33-40. ACM, (2015)The Privilege of Immersion: Racial and Ethnic Experiences, Perceptions, and Beliefs in Digital Gaming., , and . CHI, page 383. ACM, (2018)