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Acceptance of Virtual Reality Games: A Multi-Theory Approach., , and . Int. J. Gaming Comput. Mediat. Simulations, 12 (1): 43-70 (2020)Software Engineering Education and Games: A Systematic Literature Review., , , and . J. Univers. Comput. Sci., 22 (12): 1558-1574 (2016)COVIDCampus Game: Making Safer Choices., , , , , , , , and . iLRN, page 1-8. IEEE, (2021)Trait Mindfulness and Player Experience., and . CHI PLAY (Companion), page 463-470. ACM, (2017)Theory of Action Phases in Video Games: Effects of Deliberative and Implemental Mindset Differences in Video Game Design.. CHI PLAY (Companion), page 10-13. ACM, (2016)An Exploratory Study on the Purchase Intentions of Modern Board Games: Purchase Intentions of Modern Board Games., and . FDG, page 58:1-58:5. ACM, (2022)A Design Framework for Reflective Play., , , , , , and . CHI, page 519:1-519:21. ACM, (2024)Effects of Presence and Physical Activity on Player Well-being in Augmented Reality Games: A Diary Study., and . Int. J. Hum. Comput. Interact., 38 (1): 93-101 (2022)Mindfulness, Virtual Reality, and Video Games., and . Encyclopedia of Computer Graphics and Games, Springer, Living reference work, snapshot April 2019.(2019)What tabletop players think about augmented tabletop games: a content analysis., and . FDG, page 6:1-6:8. ACM, (2018)