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Sensory Alignment in Immersive Entertainment., , , and . CHI, page 700. ACM, (2019)Towards a 2nd Person Perspective on Bodily Play., , , , , , , and . CHI PLAY (Companion), page 539-547. ACM, (2018)13 Game Lenses for Designing Diverse Interactive Jogging Systems., , , and . CHI PLAY, page 43-56. ACM, (2017)Designing Digital Climbing Experiences through Understanding Rock Climbing Motivation., and . ICEC, volume 8770 of Lecture Notes in Computer Science, page 92-99. Springer, (2014)Experiencing the Body as Play., , , and . CHI, page 210. ACM, (2018)Limited Control Over the Body as Intriguing Play Design Resource., , , , , , , , , and 1 other author(s). CHI, page 435:1-435:16. ACM, (2021)Designing Digital Vertigo Games.. Conference on Designing Interactive Systems (Companion Volume), page 25-26. ACM, (2016)JoggAR: a mixed-modality AR approach for technology-augmented jogging., , , , and . SIGGRAPH Asia Mobile Graphics and Interactive Applications, page 33:1. ACM, (2015)Reindeer & wolves: exploring sensory deprivation in multiplayer digital bodily play., , , , and . CHI PLAY, page 411-412. ACM, (2014)Health monitoring using gait phase effects., , and . PETRA, ACM, (2010)