Author of the publication

CLEVER: Gamification and Enterprise Knowledge Learning.

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

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

Advanced gaze visualizations for three-dimensional virtual environments., , and . ETRA, page 109-112. ACM, (2010)Communication Sequences Indicate Team Cohesion: A Mixed-Methods Study of Ad Hoc League of Legends Teams., , , , and . Proc. ACM Hum. Comput. Interact., 6 (CHI): 1-27 (2022)Affective Ludology: Scientific Measurement of User Experience in Interactive Entertainment.. Blekinge Institute of Technology, Sweden, (2009)Exploring social interaction in co-located multiplayer games., , , , and . CHI Extended Abstracts, page 1119-1124. ACM, (2013)Gamification. using game-design elements in non-gaming contexts., , , , and . CHI Extended Abstracts, page 2425-2428. ACM, (2011)Feels like Team Spirit: Biometric and Strategic Interdependence in Asymmetric Multiplayer VR Games., , , , , and . CHI, page 443:1-443:15. ACM, (2021)Empirical Evidence on Gamification and Learning Analytics (GaLA): What is Missing?, , , , and . ICALT, page 106-108. IEEE, (2022)Guided Emotional State Regulation: Understanding and Shaping Players' Affective Experiences in Digital Games., , , and . AIIDE, AAAI, (2013)User Experience Design and Research in Games., , and . CHI Extended Abstracts, page 560:1-560:3. ACM, (2023)Exploring the Role of Non-Player Characters and Gender in Player Identification., , , and . CHI PLAY (Companion), page 271-283. ACM, (2018)