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Overhearing the crowd: an empirical examination of conversation reuse in a technical support community.. C&T, page 155-164. ACM, (2009)Social Network Analysis in HCI., and . Ways of Knowing in HCI, Springer, (2014)Design tactics for authentic interactive fiction: insights from alternate reality game designers., , , , , and . CHI, page 947-950. ACM, (2014)Alternate Reality Games: Platforms for Collaborative Learning., , , , , , and . ICLS, International Society of the Learning Sciences, (2012)Information Technology Research in the Academy: Insights from Theses and Dissertations., , and . RIIT, page 5-10. ACM, (2015)The Evolution of Computing Degrees: Tracking ABET Accredited Undergraduate Disciplines over Time., , and . SIGITE, page 126-131. ACM, (2020)Traversing Transmedia Together: Co-designing an Educational Alternate Reality Game For Teens, With Teens., , , , , , , , , and 2 other author(s). IDC, page 11-24. ACM, (2016)Visually Exploring Social Participation in Encyclopedia of Life., , , , , , , , and . SocialInformatics, page 149-156. IEEE Computer Society, (2012)A Review of Gamified Fitness Tracker Apps and Future Directions., , , , , and . CHI PLAY, page 522-533. ACM, (2020)Analyzing Enterprise Social Media Networks., , and . CSE (4), page 705-710. IEEE Computer Society, (2009)