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