Author of the publication

Pleasure to Play, Arousal to Stay: The Effect of Player Emotions on Digital Game Preferences and Playing Time.

, , , and . Cyberpsychology Behav. Soc. Netw., 15 (1): 1-6 (2012)

Please choose a person to relate this publication to

To differ between persons with the same name, the academic degree and the title of an important publication will be displayed. You can also use the button next to the name to display some publications already assigned to the person.

 

Other publications of authors with the same name

"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)Where everybody knows your game: the appeal and function of game cafés in western Europe., , , and . Advances in Computer Entertainment Technology, volume 422 of ACM International Conference Proceeding Series, page 28-35. ACM, (2009)Virtual Laboratories: Comparability of Real and Virtual Environments for Environmental Psychology., , , and . Presence Teleoperators Virtual Environ., 12 (4): 360-373 (2003)Virtual Fitness: Stimulating Exercise Behavior through Media Technology., , , , and . Presence Teleoperators Virtual Environ., 15 (6): 688-698 (2006)Motivation in Home Fitnessing: Effects of Immersion and Movement., , , , , , , and . HCI (4), volume 4553 of Lecture Notes in Computer Science, page 544-548. Springer, (2007)Persuasive Technology for Human Well-Being: Setting the Scene., , , , and . PERSUASIVE, volume 3962 of Lecture Notes in Computer Science, page 1-5. Springer, (2006)Interpersonal connectedness: conceptualization and directions for a measurement instrument., , and . CHI Extended Abstracts, page 3129-3134. ACM, (2008)Sharing places: testing psychological effects of location cueing frequency and explicit vs. inferred closeness., , and . Mobile HCI, page 399-402. ACM, (2008)A Room with a Cue: The Efficacy of Movement Parallax, Occlusion, and Blur in Creating a Virtual Window., , , , and . Presence Teleoperators Virtual Environ., 17 (3): 269-282 (2008)Characterising and Measuring User Experiences in Digital Games, , , , and . (2007)