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Design tactics for authentic interactive fiction: insights from alternate reality game designers.

, , , , , and . CHI, page 947-950. ACM, (2014)

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The Arcane Gallery of Gadgetry: A Design Case Study of an Alternate Reality Game., , , , , and . DH, page 281-283. Stanford University Library, (2011)Game design for promoting counterfactual thinking., , , , , and . CHI, page 2079-2082. ACM, (2012)Designing reusable alternate reality games., , , , and . CHI, page 1529-1538. ACM, (2013)Portrayal: Leveraging NLP and Visualization for Analyzing Fictional Characters., , , and . Conference on Designing Interactive Systems, page 74-94. ACM, (2023)Roles People Play: Key Roles Designed to Promote Participation and Learning in Alternate Reality Games., , , , and . CHI PLAY, page 78-90. ACM, (2016)Supporting "Distant Reading" for Web Archives., , and . DH, Alliance of Digital Humanities Organizations (ADHO), (2014)citation systems for new media. http://mediacommons.futureofthebook.org/blog/2008/06/19/citation-systems-for-new-media, (June 2008)Digital Humanities Internships: Creating a Model iSchool-Digital Humanities Center Partnership., , , , , and . DH, page 120-122. Office for Humanities Communication and Centre for Computing in the Humanities, (2010)Pervasive Play., , , , and . CHI Extended Abstracts, page 3317-3324. ACM, (2016)You Are Not Alone Online: A Case Study of a Long Distance Romantic Relationship Online Community., , and . HCI (26), volume 8029 of Lecture Notes in Computer Science, page 23-32. Springer, (2013)