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CLEVER: Gamification and Enterprise Knowledge Learning.

, , , and . CHI PLAY (Companion), page 141-148. ACM, (2016)

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Defining gameful experience as a psychological state caused by gameplay: Replacing the term 'Gamefulness' with three distinct constructs., , , , , and . Int. J. Hum. Comput. Stud., (2019)Technology Facilitates Physical Activity Through Gamification: A Thematic Analysis of an 8-Week Study., , and . Frontiers Comput. Sci., (2020)Exploring social interaction in co-located multiplayer games., , , , and . CHI Extended Abstracts, page 1119-1124. ACM, (2013)How Multidisciplinary is Gamification Research?: Results from a Scoping Review., , , , , and . CHI PLAY (Companion), page 445-452. ACM, (2017)Heuristic Evaluation for Gameful Design., , , , and . CHI PLAY (Companion), page 315-323. ACM, (2016)Gamified and persuasive systems as behavior change agents for health and wellness., and . ACM Crossroads, 24 (1): 52-55 (2017)Application of Augmented Reality for Multi-Scale Interactions in Emergency Vehicles., , , , and . AutomotiveUI (adjunct), page 221-224. ACM, (2018)CLEVER: A Trivia and Strategy Game for Enterprise Knowledge Learning., , , , , and . CHI PLAY (Companion), page 61-66. ACM, (2016)EEG-based assessment of video and in-game learning., , , , , and . CHI Extended Abstracts, page 667-672. ACM, (2013)Gamification of Older Adults' Physical Activity: An Eight-Week Study., , and . HICSS, page 1-10. ScholarSpace / AIS Electronic Library (AISeL), (2018)