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Playing Alone, Playing With Others: Differences in Player Experience and Indicators of Wellbeing.

, , and . CHI PLAY, page 3-12. ACM, (2015)

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Playing Alone, Playing With Others: Differences in Player Experience and Indicators of Wellbeing., , and . CHI PLAY, page 3-12. ACM, (2015)Positive Gaming: Workshop on Gamification and Games for Wellbeing., , , , , and . CHI PLAY (Companion), page 657-660. ACM, (2017)Nature Fictions: Designing for a Sustainable Future through Nature Relations., , , and . Conference on Designing Interactive Systems, page 1566-1580. ACM, (2023)The Social Context of Video Game Play: Challenges and Strategies., , , , and . Conference on Designing Interactive Systems, page 761-772. ACM, (2016)Positively playful: when videogames lead to player wellbeing., , and . Gamification, page 99-102. ACM, (2013)Wired, wild, wonderful: A scoping review of early childhood nature connections fostered by digital technologies., , , , , , , , and . Int. J. Child Comput. Interact., (December 2023)Making friends in online games: gender differences and designing for greater social connectedness., , , and . Behav. Inf. Technol., 39 (8): 917-934 (2020)Flourishing and video games., and . IE, page 19. ACM, (2012)Exploring technologies to better link physical evidence and digital information for disaster victim identification., , , , , and . CoRR, (2021)Phenology Probes: Exploring Human-Nature Relations for Designing Sustainable Futures., , , and . OZCHI, page 216-228. ACM, (2022)