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Be Me or Be Mii?: A Study of Self-Presentation and Interaction in the Miitomo Mobile Application., and . CHI, page 1973-1977. ACM, (2017)Modeling and Designing for Key Elements of Curiosity: Risking Failure, Valuing Questions., , , , , and . DiGRA Conference, Digital Games Research Association, (2017)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)Interactive Fiction Provotypes for Coping with Interpersonal Racism., , , , and . CHI, page 453:1-453:14. ACM, (2022)Turker Tales: Integrating Tangential Play into Crowd Work., , , and . Conference on Designing Interactive Systems, page 21-34. ACM, (2019)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)Designing a Self-Efficacy Game for Health Literacy in Marginalized Communities., , , , , , , and . CHI Extended Abstracts, page 406:1-406:6. ACM, (2021)Applications of Social Identity Theory to Research and Design in Computer-Supported Cooperative Work., , , and . PACMHCI, 2 (CSCW): 201:1-201:34 (2018)Animo: Sharing Biosignals on a Smartwatch for Lightweight Social Connection., , , , , and . Proc. ACM Interact. Mob. Wearable Ubiquitous Technol., 3 (1): 18:1-18:19 (2019)