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There's a monster in my kitchen: using aversive feedback to motivate behaviour change.

, , , , and . CHI Extended Abstracts, page 2685-2694. ACM, (2010)

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Training disaster communication by means of serious games in virtual environments., , , and . Entertain. Comput., 2 (2): 81-88 (2011)Handing over the Keys: A Qualitative Study of the Experience of Automation in Driving., , , , and . Int. J. Hum. Comput. Interact., 35 (18): 1681-1692 (2019)"I can't get no sleep": discussing #insomnia on twitter., , , , and . CHI, page 1501-1510. ACM, (2012)Alternate endings: using fiction to explore design futures., , , , , , and . CHI Extended Abstracts, page 45-48. ACM, (2014)Participation through substituting and refusing., , , , and . PDC (2), page 143-147. ACM, (2020)Fictional Game Elements 2016., , , , and . FGE@CHI PLAY, volume 1715 of CEUR Workshop Proceedings, CEUR-WS.org, (2016)Imagining the Cool-ag: Or, Freedom Considered Harmful., and . HTTF, page 41:1-41:4. ACM, (2019)Shaping Social Innovation in Local Communities: The Contribution of Intermediaries., , , , , and . NordiCHI, page 69:1-69:12. ACM, (2020)Tabletop Prototyping of Serious Games for 'Soft Skills' Training., , and . VS-GAMES, page 182-185. IEEE Computer Society, (2009)The Design of a Digital Behaviour Change Intervention for Third-Level Student Illicit Substance Use: A Persona Building Approach., , , , , , and . HICSS, page 1-9. ScholarSpace, (2020)