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Research Quest: Critical Thinking through Video Games and Interdisciplinary Collaboration.

, , , , and . FDG, Society for the Advancement of the Science of Digital Games, (2015)

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Experience is not Required: Designing a Sailing Experience for Individuals with Tetraplegia., , , , , , and . Conference on Designing Interactive Systems, page 35-46. ACM, (2020)When the games industry and academia collide: How we impact each other., , , and . IGIC, page 1-4. IEEE, (2012)The Ethical Colonizer? Grand Strategy Games, Colonization, and New Ways of Engaging Moral Choices., , , and . ICIDS (2), volume 14384 of Lecture Notes in Computer Science, page 28-37. Springer, (2023)Entertainment arts and engineering(or how to fast track a new interdisciplinary program)., , and . SIGCSE, page 539-543. ACM, (2009)Pitch perfect or exploring pitching practices in industry and games education., and . FDG, Society for the Advancement of the Science of Digital Games, (2014)Introduction., and . Trans. Digit. Games Res. Assoc., (2016)The intersection of video games and patient empowerment: case study of a real world application., , , , , , and . IE, page 12:1-12:7. ACM, (2013)Examining 'RPG elements': Systems of character progression., and . FDG, Society for the Advancement of the Science of Digital Games, (2014)Towards Designing Agent Based Virtual Reality Applications for Cybersecurity Training., , , and . OZCHI, page 452-456. ACM, (2019)See No Evil, Hear No Evil, Speak No Evil: How Collegiate Players Define, Experience and Cope with Toxicity., , , , and . CHI, page 1-13. ACM, (2020)