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Heuristics for designing digital games in assistive environments: Applying the guidelines to an ageing society.

, and . TISHW, page 20:1-20:8. IEEE, (2016)

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Factors Influencing the Adoption of Video Games in Late Adulthood: A Survey of Older Adult Gamers., and . IJTHI, 12 (1): 35-50 (2016)An empirical validation of consumer video game engagement: A playful-consumption experience approach., , , , and . Entertain. Comput., (2019)"Listen to Your Symptoms When the Immune System Is Calling for You": Monitoring Autoimmune Diseases with the iShU Wearable App., and . Sensors, 22 (10): 3834 (2022)Fostering Co-UXers in Later Age: Co-designing a UX Toolkit for the Senior Online Community MiOne., , , , and . SLERD, volume 249 of Smart Innovation, Systems and Technologies, page 189-199. Springer, (2021)Older Adults "Jump" into coDesiging a Digital Game: A Field Study., , , , and . HCI (25), volume 12786 of Lecture Notes in Computer Science, page 88-99. Springer, (2021)'Push the Industrial Complexity Away': A Vision for using Data Collection and Mixed Reality as an Analysis Tool in Industrial Product Co-Design., , , , , and . VRW, page 393-397. IEEE, (2023)Demystifying Ageing Bias Through Learning - Co-designing an Online Course About 'Ageing Well'., and . iLRN, volume 725 of Communications in Computer and Information Science, page 201-213. Springer, (2017)Gameful Tale-Telling and Place-Making from Tourists' Generation to Generation: A Review., and . HCI (28), volume 12208 of Lecture Notes in Computer Science, page 661-672. Springer, (2020)Online News and Gamification Habits in Late Adulthood: A Survey., , and . HCI (25), volume 12786 of Lecture Notes in Computer Science, page 405-419. Springer, (2021)Footour: Designing and Developing a Location-Based Game for Senior Tourism in the miOne Community., , , , and . HCI (28), volume 12208 of Lecture Notes in Computer Science, page 673-687. Springer, (2020)