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Empirical validation of the Gamification User Types Hexad scale in English and Spanish.

, , , and . Int. J. Hum.-Comput. Stud., (2019)

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Guided Emotional State Regulation: Understanding and Shaping Players' Affective Experiences in Digital Games., , , and . AIIDE, AAAI, (2013)Investigating the Impact of Cooperative Communication Mechanics on Player Performance in Portal 2., , , , and . Graphics Interface, page 41-48. ACM, (2016)How does it play better?: exploring user testing and biometric storyboards in games user research., , , , and . CHI, page 1499-1508. ACM, (2013)Player experience: mixed methods and reporting results., , , , and . CHI Extended Abstracts, page 147-150. ACM, (2014)Exploring social interaction in co-located multiplayer games., , , , and . CHI Extended Abstracts, page 1119-1124. ACM, (2013)Gamification. using game-design elements in non-gaming contexts., , , , and . CHI Extended Abstracts, page 2425-2428. ACM, (2011)A Framework and Taxonomy of Videogame Playing Preferences., , , , and . CHI PLAY, page 329-340. ACM, (2017)Exploring the Role of Non-Player Characters and Gender in Player Identification., , , and . CHI PLAY (Companion), page 271-283. ACM, (2018)How Multidisciplinary is Gamification Research?: Results from a Scoping Review., , , , , and . CHI PLAY (Companion), page 445-452. ACM, (2017)Player Characteristics and Video Game Preferences., and . CHI PLAY, page 365-378. ACM, (2019)