Author of the publication

Lessons Learned from Two Usability Studies of Digital Skiing Game with Elderly People in Finland and Japan.

, , , , , , , and . Int. J. Serious Games, (2017)

Please choose a person to relate this publication to

To differ between persons with the same name, the academic degree and the title of an important publication will be displayed. You can also use the button next to the name to display some publications already assigned to the person.

 

Other publications of authors with the same name

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)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 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)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 Players' Engagement, Immersion, and Experiences in Playing Pokémon Go., , and . Creativity & Cognition, page 247-251. ACM, (2017)Towards Understanding Users' Engagement and Enjoyment in Immersive Virtual Reality-Based Exercises.. MobileHCI (Extended Abstracts), page 9:1-9:6. ACM, (2021)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)A player engagement model for an augmented reality game: a case of pokémon go., and . OZCHI, page 11-15. ACM, (2016)