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The Effect of Age, Gender, and Previous Gaming Experience on Game Play Performance.

, , , , , , , and . HCIS, volume 332 of IFIP Advances in Information and Communication Technology, page 293-296. Springer, (2010)

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User studies: a strategy towards a successful industry-academic relationship., , , , , and . Future Play, page 134-142. ACM, (2010)Game Analytics for Game User Research, Part 1: A Workshop Review and Case Study., , , and . IEEE Computer Graphics and Applications, 33 (2): 6-11 (2013)PETEEI: A PET With Evolving Emotional Intelligence., , and . Agents, page 9-15. ACM, (1999)A user-centric adaptive story architecture: borrowing from acting theories.. Advances in Computer Entertainment Technology, page 109-116. ACM, (2004)Introduction., , and . Game Analytics, Maximizing the Value of Player Data, Springer, (2013)Experiencing interactive narrative: A qualitative analysis of Façade., , and . Entertain. Comput., 4 (1): 39-52 (2013)miniPXI: Development and Validation of an Eleven-Item Measure of the Player Experience Inventory., , , , , , , , and . Proc. ACM Hum. Comput. Interact., 6 (CHI): 1-26 (2022)Learning Generative Models of Social Interactions with Humans-in-the-Loop., , , , and . ICMLA, page 509-516. IEEE, (2018)On Video Game Balancing: Joining Player- and Data-Driven Analytics., and . CoRR, (2023)A Data-Driven Design of AR Alternate Reality Games to Measure Resilience., , , , , , , and . HCI (33), volume 13334 of Lecture Notes in Computer Science, page 586-604. Springer, (2022)