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Emotional response patterns and sense of presence during video games: potential criterion variables for game design.

, , , , , and . NordiCHI, page 339-347. ACM, (2004)

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Persuasive Games and Simulations for Personal Health Management., , , and . DiGRA Conference, (2005)The Psychophysiology of Video Gaming: Phasic Emotional Responses to Game Events., , , , , , and . DiGRA Conference, (2005)Understanding the most influential user experiences in successful and unsuccessful technology adoptions., and . Comput. Hum. Behav., (2015)Mediated Cues of Group Emotion during Knowledge-Work Tasks: Effects on Subjective and Physiological Responses., , , and . Interact. Comput., 25 (1): 60-73 (2013)A Mobile and Desktop Application for Enhancing Group Awareness in Knowledge Work Teams., , , , and . HCI (3), volume 5612 of Lecture Notes in Computer Science, page 95-104. Springer, (2009)Towards Psychological Customization of Information for Individuals and Social Groups., and . Designing Personalized User Experiences in eCommerce, volume 5 of Human-Computer Interaction Series, Kluwer, (2004)Psychological Customization of Information - Basic Concepts, System Architecture and Applications., and . MCPC, page 46:1-46:20. Technical University Munich, (2003)Emotionally Loaded Mobile Multimedia Messaging., , , , and . ICEC, volume 3166 of Lecture Notes in Computer Science, page 476-486. Springer, (2004)Towards Emotionally Adapted Games based on User Controlled Emotion Knobs., , , and . DiGRA Conference, (2005)Gender and habitual use of media moderate the memory performance in emotional-multimodal context., , , and . NordiCHI, page 397-400. ACM, (2004)