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Eco-Joy: Imagining Sustainable and Joyful Food Eco-label Futures.

, , , , and . NordiCHI (Adjunct), page 1:1-1:7. ACM, (2022)

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Gamified metacognitive prompts in a higher education flipped classroom., , , and . MindTrek, page 95-107. ACM, (2023)The impact of different gamification types in the context of data literacy: An online experiment., , and . GamiFIN, volume 3147 of CEUR Workshop Proceedings, page 22-32. CEUR-WS.org, (2022)Towards Supporting Sustainable Grocery Shopping through Joyful Technology: Annotated Portfolio of Speculative Ideas., , , , and . CoRR, (2023)Feeling Small or Standing Tall? Height Manipulation Affects Speech Anxiety and Arousal in Virtual Reality., , , and . Cyberpsychology Behav. Soc. Netw., 26 (4): 246-254 (April 2023)Gamification for Climate Change Engagement: A User-Centered Design Agenda., , , , , and . MindTrek, page 45-56. ACM, (2023)Balancing the Augmented Experience: Design Tensions in the Location-based Game Pikmin Bloom., , , and . CHI Extended Abstracts, page 325:1-325:7. ACM, (2022)Game-based Climate Change Engagement: Analyzing the Potential of Entertainment and Serious Games., and . Proc. ACM Hum. Comput. Interact., 5 (CHI PLAY): 226:1-226:21 (2021)Text- and game-based communication for climate change attitude, self-efficacy, and behavior: A controlled experiment., , and . Comput. Hum. Behav., (December 2023)How Location-Based Games Incentivize Moving About: A Study in the Context of Nature-Going., , , , and . Proc. ACM Hum. Comput. Interact., 7 (CHI): 642-664 (2023)From Traditional to Game-Based Learning of Climate Change: A Media Comparison Experiment., , and . Proc. ACM Hum. Comput. Interact., 7 (CHI): 503-525 (2023)