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A lightweight web-based case tool for sequence diagrams., , , , and . CHINZ, page 55-60. ACM, (2002)Persuasive interaction for collectivist cultures., , , , and . AUIC, volume 50 of CRPIT, page 73-80. Australian Computer Society, (2006)Our Place or Mine? Exploration into Collectivism-Focused Persuasive Technology Design., , , , and . PERSUASIVE, volume 3962 of Lecture Notes in Computer Science, page 72-83. Springer, (2006)Documenting trajectories in design space: a methodology for applied game design research., , and . FDG, page 27:1-27:10. ACM, (2018)Playing the interface: a case study of Grand Theft Auto: San Andreas., , , and . OZCHI, volume 206 of ACM International Conference Proceeding Series, page 317-320. ACM, (2006)From game design elements to gamefulness: defining "gamification"., , , and . MindTrek, page 9-15. ACM, (2011)Design metaphors for procedural content generation in games., , and . CHI, page 1509-1518. ACM, (2013)Game design strategies for collectivist persuasion., , , , and . Sandbox@SIGGRAPH, page 31-38. ACM, (2009)An Analysis of Persuasive Technology Tool Strategies., , and . IWIPS, page 167-173. Product & Systems Internationalisation, Inc., (2005)Metaphorscape., , , and . EuroPLoP, page 224-254. UVK - Universitaetsverlag Konstanz, (2004)