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Plagues and people: engineering player participation and prevention in a virtual epidemic.

, , , , and . FDG, page 29:1-29:10. ACM, (2017)

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Youth Computational Participation in the Wild: Understanding Experience and Equity in Participating and Programming in the Online Scratch Community., , and . TOCE, 17 (3): 15:1-15:22 (2017)Ethnic Identity, Intergroup Contact, and Outgroup Orientation among Diverse Groups of Adolescents on the Internet., , and . Cyberpsy., Behavior, and Soc. Networking, 11 (4): 459-465 (2008)Understanding Collaborative Practices in the Scratch Online Community: Patterns of Participation Among Youth Designers., , and . CSCL (1), page 200-207. International Society of the Learning Sciences, LuLu, Amazon, (2013)Designing Bugs or Doing Another Project: Effects on Secondary Students' Self-Beliefs in Computer Science., , , and . CoRR, (2023)Transgressive Gender Play: Profiles and Portraits of Girl Players in a Tween Virtual World., , and . DiGRA Conference, Digital Games Research Association, (2009)Designing for Massive Engagement in a Tween Community: Participation, Prevention, and Philanthropy in a Virtual Epidemic., , , , , , and . IDC, page 365-370. ACM, (2017)Connecting Beliefs, Mindsets, Anxiety, and Self-Efficacy in Computer Science Learning: An Instrument for Capturing Secondary School Students' Self-Beliefs., , , and . CoRR, (2023)Programming in the wild: trends in youth computational participation in the online scratch community., , and . WiPSCE, page 2-11. ACM, (2014)Plagues and people: engineering player participation and prevention in a virtual epidemic., , , , and . FDG, page 29:1-29:10. ACM, (2017)Designing the Virtual SPIKEY-20 Epidemic: Engaging Youth in Seeking Information and Using Personal Protection., , , , and . IDC, page 558-562. ACM, (2021)