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Sharing Feelings via Mini Robot Gestures., , , , , , , , and . EMPATHICH, page 1:1-1:5. ACM, (2023)Don't You Know That You're Toxic: Normalization of Toxicity in Online Gaming., , , , and . CHI, page 438:1-438:15. ACM, (2021)Modeling and Benchmarking the Potential Benefit of Early-Bird Transmission in Fine-Grained Communication., , , , , and . ICPP, page 306-316. ACM, (2023)Unlocking Human Curiosity.. WSDM, page 5. ACM, (2024)Feeling Good and In Control: In-game Tools to Support Targets of Toxicity., , , , and . Proc. ACM Hum. Comput. Interact., 6 (CHI): 1-27 (2022)'In the Same Boat', : A Game of Mirroring Emotions for Enhancing Social Play., , , , , and . CHI Extended Abstracts, ACM, (2019)Designing and Evaluating 'In the Same Boat', A Game of Embodied Synchronization for Enhancing Social Play., , , , , and . CHI, page 1-14. ACM, (2020)Human factors in virtual world design (panel): psychological and sociological considerations., , , , and . SIGGRAPH Abstracts and Applications, page 192-194. ACM, (1998)Das Selbst und das Internet: Wandlungen der Illusion vom einen Selbst. Virtuelle Gruppen. Charakteristika und Problemdimensionen, Westdeutscher Verlag, Wiesbaden, 2. überarbeitete und aktualisierte edition, (2003)