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Evaluating Interactive Entertainment using Breakdown: Understanding Embodied Learning in Video Games.

, and . DiGRA Conference, Digital Games Research Association, (2009)

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Toward a framework for ecologies of artifacts: how are digital artifacts interconnected within a personal life?, , , , and . NordiCHI, volume 358 of ACM International Conference Proceeding Series, page 201-210. ACM, (2008)Machinima prototyping: an approach to evaluation., , , , , and . NordiCHI, page 433-436. ACM, (2006)Network Nightmares: Using games to teach networks and security., , , and . FDG, page 413-416. Society for the Advancement of the Science of Digital Games, (2013)Device ecology mapper: a tool for studying users' ecosystems of interactive artifacts., , , , , and . CHI Extended Abstracts, page 4327-4332. ACM, (2009)Social media and the transformation of brand communication., , and . MindTrek, page 146. ACM, (2013)Evaluating Interactive Entertainment using Breakdown: Understanding Embodied Learning in Video Games., and . DiGRA Conference, Digital Games Research Association, (2009)Meeteetse: social well-being through place attachment., , , and . CHI Extended Abstracts, page 2065-2069. ACM, (2005)Double dribble: illusionism, mixed reality, and the sports fan experience., , , and . Advances in Computer Entertainment Technology, volume 203 of ACM International Conference Proceeding Series, page 216-219. ACM, (2007)Twitterspace: a co-developed display using Twitter to enhance community awareness., , and . PDC, page 230-233. ACM, (2008)Integrating serious content into serious games., and . FDG, page 330-337. Society for the Advancement of the Science of Digital Games, (2013)