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'Put yourself in the picture': designing for futures with young adults with intellectual disability., , , , and . OZCHI, page 271-281. ACM, (2016)Videogame control device impact on the play experience., , , and . IE, page 18. ACM, (2012)The impact of communication technologies on life and relationship satisfaction., , , , and . Comput. Hum. Behav., (2016)Flourishing and video games., and . IE, page 19. ACM, (2012)Self-determination theory as applied to the design of a software learning system using whole-body controls., , and . OZCHI, page 146-149. ACM, (2012)Corrigendum to "Initial prototype testing of Ray's Night Out: A new mobile app targeting risky drinking in young people" Comput. Hum. Behav. 54 (2016) 207-214., , , , , , , , and . Comput. Hum. Behav., (2016)RTOS Support for Multicore Mixed-Criticality Systems., , , , and . IEEE Real-Time and Embedded Technology and Applications Symposium, page 197-208. IEEE Computer Society, (2012)Creating Authentic Experiences Within a Serious Game Context: Evaluation of Engagement and Learning., , and . JCSG, volume 9894 of Lecture Notes in Computer Science, page 55-66. Springer, (2016)A framework of Dynamic Difficulty Adjustment in competitive multiplayer video games., , , and . IGIC, page 16-19. IEEE, (2013)How Multidisciplinary is Gamification Research?: Results from a Scoping Review., , , , , and . CHI PLAY (Companion), page 445-452. ACM, (2017)