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Need to touch, wonder of discovery, and social capital: experiences with interactive playful seats., , , , and . Advances in Computer Entertainment, page 10:1-10:12. ACM, (2015)The imbalanced state of free-to-play game research: A literature review.. DiGRA Conference, Digital Games Research Association, (2019)Free-to-Play Games: Paying Players' Perspective., , , and . MindTrek, page 49-58. ACM, (2018)Building finnish game jam community through positive social facilitation., , and . MindTrek, page 433-440. ACM, (2016)OASIS deck of cards: house of colleagues: a playful experiment on community building., , , , , , and . MindTrek, page 2-9. ACM, (2015)A Review of Social Features in Social Network Games., , and . Trans. Digit. Games Res. Assoc., (2017)Middle-aged Players' Memorable Experiences with Pokémon GO., , , and . DiGRA Conference, Digital Games Research Association, (2019)Exploring Playful Experiences in Social Network Games., , , and . DiGRA Conference, Digital Games Research Association, (2015)Review of Social Features in Social Network Games., , and . DiGRA/FDG, Digital Games Research Association/Society for the Advancement of the Science of Digital Games, (2016)Why Do People Play Games? A Review of Studies on Adoption and Use., , and . HICSS, page 3559-3568. IEEE Computer Society, (2015)