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Design tactics for authentic interactive fiction: insights from alternate reality game designers.

, , , , , and . CHI, page 947-950. ACM, (2014)

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Shopping Over Distance through a Telepresence Robot., , , and . PACMHCI, 2 (CSCW): 191:1-191:18 (2018)Peek-A-Boo: the design of a mobile family media space., and . UbiComp (Adjunct Papers), page 449-450. ACM, (2010)Presenting identity in a virtual world through avatar appearances., and . Graphics Interface, page 183-190. ACM Press, (2009)User challenges and successes with mobile payment services in North America., , , and . Mobile HCI, page 253-262. ACM, (2014)Quality 'Alone' Time through Conversations and Storytelling: Podcast Listening Behaviors and Routines., , and . Graphics Interface, page 76-83. ACM, (2018)Trust and mobile commerce in North America., and . Comput. Hum. Behav., (2017)From Being There to Watching: Shared and Dedicated Telepresence Robot Usage at Academic Conferences., , , , , and . ACM Trans. Comput. Hum. Interact., 25 (6): 33:1-33:39 (2018)The family room: a multi-camera, multi-display family media space., and . CSCW Companion, page 289-292. ACM, (2014)Shared geocaching over distance with mobile video streaming., , , , and . CSCW Companion, page 293-296. ACM, (2014)The Needs of Grandparents and Grandchildren in a Socially and Geographically Distanced World: A Case Study., , and . CSCW Companion, page 14-17. ACM, (2022)