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Understanding the impact of cultural contents in digital games on players' engagement, enjoyment, and motivation in gameplay.

, , and . OZCHI, page 83-87. ACM, (2018)

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Understanding the role of culture and cultural attributes in digital game localization.. Entertain. Comput., (2018)Design and Development of an NLP-Based Mental Health Pre-screening Tool for Undergraduate Students in Thailand: A Usability Study., , , and . WIS, volume 1626 of Communications in Computer and Information Science, page 46-60. Springer, (2022)Lessons Learned from the Gamified Solutions in Healthcare Project: Usability Studies of Digital Game-based Physical Exercises for Elderly People., , , , and . EAI Endorsed Trans. Serious Games, 4 (13): e3 (2017)A usability evaluation of the Google Home with non-native English speakers using the system usability scale.. Int. J. Netw. Virtual Organisations, 26 (3): 172-194 (2022)Towards Understanding Users' Engagement and Enjoyment in Immersive Virtual Reality-Based Exercises.. MobileHCI (Extended Abstracts), page 9:1-9:6. ACM, (2021)Investigating Players' Engagement, Immersion, and Experiences in Playing Pokémon Go., , and . Creativity & Cognition, page 247-251. ACM, (2017)Understanding Players' Experiences in Location-based Augmented Reality Mobile Games: A Case of Pokémon Go., , and . CHI PLAY (Companion), page 535-541. ACM, (2017)Investigating the Usability, User Experiences, and Usefulness of Digital Game-based Exercises for Elderly People: A Case Study of Finland.. CHI PLAY (Companion), page 71-76. ACM, (2018)Serious Games and Active Healthy Ageing: A Pre-study., , , , and . WIS, volume 450 of Communications in Computer and Information Science, page 159-167. Springer, (2014)Investigating the Role of User's English Language Proficiency in Using a Voice User Interface: A Case of Google Home Smart Speaker., and . CHI Extended Abstracts, ACM, (2019)