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Audience Participation Games: Blurring the Line Between Player and Spectator.

, , , , , , and . Conference on Designing Interactive Systems, page 429-440. ACM, (2017)

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A Preliminary Look at MOOC-associated Facebook Groups: Prevalence, Geographic Representation, and Homophily., , , , and . L@S, page 205-208. ACM, (2016)Virtual Economies: Threats and Risks., , , , and . Financial Cryptography, volume 4886 of Lecture Notes in Computer Science, page 239-244. Springer, (2007)CHI 2018 Workshop: Data-Driven Educational Game Design., , and . CHI Extended Abstracts, ACM, (2018)Self-Efficacy-Based Game Design to Encourage Security Behavior Online., , and . CHI Extended Abstracts, ACM, (2019)Characterizing ELL Students' Behavior During MOOC Videos Using Content Type., , , , and . L@S, page 185-188. ACM, (2017)Angle Jungle: An Educational Game about Angles., , , , , , and . CHI PLAY (Companion), page 633-638. ACM, (2017)Peer Feedback Processes in the Game Industry., , , , , and . CHI PLAY, page 427-438. ACM, (2019)Playing to Wait: A Taxonomy of Idle Games., , , , and . CHI, page 621. ACM, (2018)A Design Framework for Awareness Cues in Distributed Multiplayer Games., , , , , , , and . CHI, page 243. ACM, (2018)Larping (Live Action Role Playing) as an Embodied Design Research Method., , , , , , , , and . Conference on Designing Interactive Systems (Companion Volume), page 389-392. ACM, (2019)