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Towards Deep Player Behavior Models in MMORPGs., , and . CHI PLAY, page 381-392. ACM, (2018)Deep Player Behavior Models: Evaluating a Novel Take on Dynamic Difficulty Adjustment., , and . CHI Extended Abstracts, ACM, (2019)"Grab-that-there": Live Direction for Motion-based Games for Health., , , and . CHI Extended Abstracts, page 2622-2629. ACM, (2017)MoviTouch: Mobile Movement Capability Configurations., , , , , , and . ASSETS, page 389-390. ACM, (2015)Motivational Effects of a Gamified Training Analysis Interface., , , and . Mensch & Computer Workshopband, page 397-404. De Gruyter Oldenbourg, (2014)Mooqita: Empowering Hidden Talents with a Novel Work-Learn Model., , and . CHI Extended Abstracts, ACM, (2018)Work hard, play hard: How linking rewards in games to prior exercise performance improves motivation and exercise intensity., , , , and . Entertain. Comput., (2019)Comparing modalities for kinesiatric exercise instruction., , , and . CHI Extended Abstracts, page 2377-2382. ACM, (2014)Games for Health.. Entertainment Computing and Serious Games, volume 9970 of Lecture Notes in Computer Science, page 212-264. (2015)Automated Game Testing with ICARUS: Intelligent Completion of Adventure Riddles via Unsupervised Solving., , and . CHI PLAY (Companion), page 153-164. ACM, (2017)