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Playing the System: Comparing the Efficacy and Impact of Digital and Non-Digital Versions of a Collaborative Strategy Game.

, and . DiGRA/FDG, Digital Games Research Association/Society for the Advancement of the Science of Digital Games, (2016)

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Feedback and Timing in a Crowdsourcing Game., , , and . CoRR, (2016)Assessing the Success of Seminars on the Web.. WebNet, page 382-386. AACE, (1999)"By the People, For the People": Assessing the Value of Crowdsourced, User-Generated Metadata., , , and . Digit. Humanit. Q., (2015)Ethics and children's information systems., , , and . ASIST, volume 43 of Proc. Assoc. Inf. Sci. Technol., page 1-7. Wiley, (2006)Playing the System: Comparing the Efficacy and Impact of Digital and Non-Digital Versions of a Collaborative Strategy Game., and . DiGRA/FDG, Digital Games Research Association/Society for the Advancement of the Science of Digital Games, (2016)Creating Stealth Game Interventions for Attitude and Behavior Change: An "Embedded Design" Model., , and . DiGRA Conference, Digital Games Research Association, (2015)Designing games for learning: insights from conversations with designers., , and . CHI, page 2041-2044. ACM, (2010)Investigating the Impact of 'Emphasis Frames' and Social Loafing on Player Motivation and Performance in a Crowdsourcing Game., , and . CHI, page 4122-4128. ACM, (2016)Machine Translation on CompuServe Forums., and . AMTA, (1994)Error Classification for MT Evaluation.. AMTA, (1994)