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First-Person Walkers: Understanding the Walker Experience through Four Design Themes.

, , , and . DiGRA/FDG, Digital Games Research Association/Society for the Advancement of the Science of Digital Games, (2016)

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Applying the PLEX framework in designing for playfulness., , , , , and . DPPI, page 24:1-24:8. ACM, (2011)Including the Experiences of Physically Disabled Players in Mainstream Guidelines for Movement-Based Games., , , , , and . CHI, page 86:1-86:15. ACM, (2022)Narrative Friction in Alternate Reality Games: Design Insights from Conspiracy For Good., , , , and . DiGRA Conference, Digital Games Research Association, (2011)Dash Lane: An Adaptive Exergame for People Using Manual Wheelchairs., , , and . Conference on Designing Interactive Systems (Companion Volume), page 321-324. ACM, (2020)Social and privacy aspects of a system for collaborative public expression., , , , , and . Advances in Computer Entertainment Technology, page 23. ACM, (2011)Patterns in Game Design (Game Development Series) (Game Development Series), and . Charles River Media, (December 2004)Game Design Patterns., , and . DiGRA Conference, (2003)Describing Games: An Interaction-Centric Structural Framework., and . DiGRA Conference, (2003)A design strategy for Geo AR mobile game sustainable success emphasizing game completeness., , and . Entertain. Comput., (May 2023)Playful Furniture: Breaching a Serious Setting With Interactive Seats., , , , , , , and . Games Cult., 13 (3): 301-321 (2018)