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Risking Treasure: Testing Loss Aversion in an Adventure Game., , , , , and . CHI PLAY, page 306-320. ACM, (2020)Augmenting Co-Located Social Play with Biofeedback: An Interactional Approach., , , and . CHI PLAY, page 113-125. ACM, (2018)Don't Sweat the Small Stuff: The Effect of Challenge-Skill Manipulation on Electrodermal Activity., , , , and . CHI PLAY, page 231-242. ACM, (2018)The Social Context of Video Game Play: Challenges and Strategies., , , , and . Conference on Designing Interactive Systems, page 761-772. ACM, (2016)Don't You Know That You're Toxic: Normalization of Toxicity in Online Gaming., , , , and . CHI, page 438:1-438:15. ACM, (2021)Video Game Selection Procedures For Experimental Research., , and . CHI, page 186. ACM, (2018)Demonstrating Commons Sense: A Novel Physiological Interaction For Engaging Live Streaming Audiences., , , and . CHI Extended Abstracts, page 196:1-196:4. ACM, (2022)Suspecting Sarcasm: How League of Legends Players Dismiss Positive Communication in Toxic Environments., , , and . Proc. ACM Hum. Comput. Interact., 7 (CHI): 1-26 (2023)Challenges to Combating Toxicity and Harassment in Multiplayer Games: Involving the HCI Games Research Community., , and . CHI PLAY, page 263-265. ACM, (2022)Operationalising and Measuring Flow in Video Games., , , , and . OZCHI, page 114-118. ACM, (2015)