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Quality Versus Quantity: E-Mail-Centric Task Management and Its Relation With Overload.

, , , , and . Human-Computer Interaction, 20 (1-2): 89-138 (2005)

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A Methodological Framework for Socio-Cognitive Analyses of Collaborative Design of Open Source Software., , , , , and . Comput. Support. Cooperative Work., 15 (2-3): 229-250 (2006)Doing Virtually Nothing: Awareness and Accountability in Massively Multiplayer Online Worlds., , and . Comput. Support. Cooperative Work., 16 (3): 265-305 (2007)Body and mind: a study of avatar personalization in three virtual worlds., , , and . CHI, page 1151-1160. ACM, (2009)Preventing bots from playing online games., and . Computers in Entertainment, 3 (3): 3 (2005)The social side of gaming: a study of interaction patterns in a massively multiplayer online game., and . CSCW, page 360-369. ACM, (2004)Massively Multiplayer Online Games as Living Laboratories: Opportunities and Pitfalls.. Online Worlds: Convergence of the Real and the Virtual, Springer, (2010)E-Mail Management: A Techno-Managerial Research Perspective., , , , and . Commun. Assoc. Inf. Syst., (2006)Through the azerothian looking glass: mapping in-game preferences to real world demographics., , , and . CHI, page 2811-2814. ACM, (2012)More than just 'XP': learning social skills in massively multiplayer online games., and . Interact. Technol. Smart Educ., 2 (2): 89-100 (2005)Socialization in an Open Source Software Community: A Socio-Technical Analysis.. Comput. Support. Cooperative Work., 14 (4): 323-368 (2005)