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"It is always a lot of fun!": exploring dimensions of digital game experience using focus group methodology.

, , and . Future Play, page 83-89. ACM, (2007)

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Exploring moral conflicts in speech: Multidisciplinary analysis of affect and stress., , , , , and . ACII, page 407-414. IEEE Computer Society, (2017)Lifestyle Recommendations for Hypertension through Rasch-based Feasibility Modeling., , , and . UMAP, page 239-247. ACM, (2016)People, places, and play: player experience in a socio-spatial context., and . Computers in Entertainment, 6 (2): 18:1-18:11 (2008)Wear It or Fear It - Exploration of Drivers & Barriers in Smartwatch Acceptance by Senior Citizens., , and . ICT4AWE, page 26-36. SciTePress, (2018)Perceptual attributes of crosstalk in 3D images., , and . Displays, 26 (4-5): 177-183 (2005)Evaluation of Stereoscopic Images: Beyond 2D Quality., , , and . TBC, 57 (2): 432-444 (2011)Shared Fun Is Doubled Fun: Player Enjoyment as a Function of Social Setting., , and . Fun and Games, volume 5294 of Lecture Notes in Computer Science, page 106-117. Springer, (2008)Creating an Emotionally Adaptive Game., , and . ICEC, volume 5309 of Lecture Notes in Computer Science, page 122-133. Springer, (2008)ATTEST: Advanced Three-dimensional Television System Technologies., , , , , , , , and . 3DPVT, page 313-319. IEEE Computer Society, (2002)Reality Check: The Role of Realism in Stress Reduction Using Media Technology., and . Cyberpsy., Behavior, and Soc. Networking, 9 (2): 230-233 (2006)