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Who plays, how much, and why? Debunking the stereotypical gamer profile., , and . J. Comput. Mediat. Commun., 13 (4): 993-1018 (2008)From Tree House to Barracks: The Social Life of Guilds in World of Warcraft., , , , , and . Games Cult., 1 (4): 338-361 (2006)Do men heal more when in drag?: conflicting identity cues between user and avatar., , , and . CHI, page 773-776. ACM, (2011)Problematic Internet use and psychosocial well-being among MMO players., , and . Comput. Hum. Behav., 25 (6): 1312-1319 (2009)Motivations for Play in Online Games.. Cyberpsy., Behavior, and Soc. Networking, 9 (6): 772-775 (2006)The Unbearable Likeness of Being Digital: The Persistence of Nonverbal Social Norms in Online Virtual Environments., , , , and . Cyberpsy., Behavior, and Soc. Networking, 10 (1): 115-121 (2007)Befriending Ogres and Wood-Elves: Relationship Formation and The Social Architecture of Norrath.. Game Stud., (2009)The Demographics, Motivations, and Derived Experiences of Users of Massively Multi-User Online Graphical Environments.. Presence Teleoperators Virtual Environ., 15 (3): 309-329 (2006)The Effect of Behavioral Realism and Form Realism of Real-Time Avatar Faces on Verbal Disclosure, Nonverbal Disclosure, Emotion Recognition, and Copresence in Dyadic Interaction., , , and . Presence Teleoperators Virtual Environ., 15 (4): 359-372 (2006)Changing the Rules: Social Architectures in Virtual Worlds.. Online Worlds: Convergence of the Real and the Virtual, Springer, (2010)