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Competencies Required for Developing Computer and Information Systems Curriculum.

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Improving the Efficacy of Games for Change Using Personalization Models., , and . ACM Trans. Comput. Hum. Interact., 24 (5): 32:1-32:22 (2017)PHISHER CRUSH: A Mobile Persuasive Game for Promoting Online Security., , and . PERSUASIVE, volume 12064 of Lecture Notes in Computer Science, page 223-233. Springer, (2020)Using Player Type Models for Personalized Game Design - An Empirical Investigation., , , , , , , and . IxD&A, (2016)LunchTime: a slow-casual game for long-term dietary behavior change., , and . Personal and Ubiquitous Computing, 17 (6): 1211-1221 (2013)Preface to the 6th International Workshop on Personalizing Persuasive Technologies., , , , and . PERSUASIVE (Adjunct), volume 3153 of CEUR Workshop Proceedings, CEUR-WS.org, (2022)A Systematic Review of Persuasive Strategies in Stress Management Apps., , , and . BCSS@PERSUASIVE, volume 2662 of CEUR Workshop Proceedings, CEUR-WS.org, (2020)The Influence of Culture in the Effect of Age and Gender on Social Influence in Persuasive Technology., , and . UMAP (Adjunct Publication), page 47-52. ACM, (2017)Tailoring persuasive health games to gamer type., , , and . CHI, page 2467-2476. ACM, (2013)Nutri-Smober: A Preliminary Study to Investigate the Domain Dependency of Behaviour Change Strategies in Persuasive Games., , and . CHI PLAY, page 2-7. ACM, (2022)Design Opportunities for Persuasive Mobile Apps to Support Maternal and Child Healthcare and Help-seeking Behaviors., , , , , and . AfriCHI, page 33-42. ACM, (2021)