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Towards a Trait Model of Video Game Preferences., , , , , and . Int. J. Hum. Comput. Interaction, 34 (8): 732-748 (2018)Testing Incremental Difficulty Design in Platformer Games., , , , and . CHI, page 5109-5113. ACM, (2017)An Introduction to EEG Analysis Techniques and Brain-Computer Interfaces for Games User Researchers., and . DiGRA Conference, Digital Games Research Association, (2013)Personal Space in Play: Physical and Digital Boundaries in Large-Display Cooperative and Competitive Games., , , , and . CHI, page 1-14. ACM, (2020)Crushed it!: Interactive Floor Demonstration., , , , , , , and . CHI Extended Abstracts, ACM, (2019)Understanding Player Attitudes Towards Digital Game Objects., , , , and . CHI PLAY, page 709-714. ACM, (2015)Validating Test Chambers to Study Cooperative Communication Mechanics in Portal 2., , , , , and . CHI PLAY, page 721-726. ACM, (2015)HybridPointing for Touch: Switching Between Absolute and Relative Pointing on Large Touch Screens., , , and . Proc. ACM Hum. Comput. Interact., 5 (ISS): 495:1-495:22 (2021)Vanishing Importance: Studying Immersive Effects of Game Audio Perception on Player Experiences in Virtual Reality., , , , and . CHI, page 328. ACM, (2018)EEG-based assessment of video and in-game learning., , , , , and . CHI Extended Abstracts, page 667-672. ACM, (2013)