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Deconstructing Pokémon Go - An Empirical Study on Player Personality Characteristics.

, , , , and . PERSUASIVE, volume 10171 of Lecture Notes in Computer Science, page 83-94. Springer, (2017)

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The Gamification User Types Hexad Scale., , , , , and . CHI PLAY, page 229-243. ACM, (2016)Insights into Internet Privacy for Visually Impaired and Blind People., , , and . ICCHP (1), volume 9758 of Lecture Notes in Computer Science, page 231-238. Springer, (2016)Personalization in Serious and Persuasive Games and Gamified Interactions., , , , , , , and . CHI PLAY, page 811-816. ACM, (2015)Using technology acceptance models for product development: case study of a smart payment card., , , and . MobileHCI Adjunct, page 400-409. ACM, (2018)UMAP 2017 Fifty Shades of Personalization - Workshop on Personalization in Serious and Persuasive Games and Gameful Interactions: Organizers' Welcome & Organization., , , , , , , and . UMAP (Adjunct Publication), page 395-397. ACM, (2017)TACTUX: a tactile user experience assessment board., , , , and . NordiCHI, page 983-986. ACM, (2014)Personalized Persuasive Technology - Development and Validation of Scales for Measuring Persuadability., , and . PERSUASIVE, volume 7822 of Lecture Notes in Computer Science, page 33-38. Springer, (2013)From Classes to Mechanics: Player Type Driven Persuasive Game Development., , , , , and . CHI PLAY, page 595-600. ACM, (2015)Being there for real: presence in real and virtual environments and its relation to usability., , , , and . NordiCHI, page 117-126. ACM, (2014)Using Player Type Models for Personalized Game Design - An Empirical Investigation., , , , , , , and . IxD&A, (2016)