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Personalized Persuasive Technology - Development and Validation of Scales for Measuring Persuadability.

, , and . PERSUASIVE, volume 7822 of Lecture Notes in Computer Science, page 33-38. Springer, (2013)

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Insights into Internet Privacy for Visually Impaired and Blind People., , , and . ICCHP (1), volume 9758 of Lecture Notes in Computer Science, page 231-238. Springer, (2016)The Gamification User Types Hexad Scale., , , , , and . CHI PLAY, page 229-243. ACM, (2016)Using technology acceptance models for product development: case study of a smart payment card., , , and . MobileHCI Adjunct, page 400-409. ACM, (2018)Personalization in Serious and Persuasive Games and Gamified Interactions., , , , , , , and . CHI PLAY, page 811-816. ACM, (2015)UMAP 2017 Fifty Shades of Personalization - Workshop on Personalization in Serious and Persuasive Games and Gameful Interactions: Organizers' Welcome & Organization., , , , , , , and . UMAP (Adjunct Publication), page 395-397. ACM, (2017)TACTUX: a tactile user experience assessment board., , , , and . NordiCHI, page 983-986. ACM, (2014)Using Player Type Models for Personalized Game Design - An Empirical Investigation., , , , , , , and . IxD&A, (2016)rapid UX-score: Modulare und Adaptive Messung von User Experience., , , and . MuC (Workshopband), Gesellschaft für Informatik e.V., (2020)Missing the Forest for the Trees: Balancing Personalization Costs and Benefits in Persuasive Games., , , , , and . PPT@PERSUASIVE, volume 1582 of CEUR Workshop Proceedings, page 40-43. CEUR-WS.org, (2016)Deconstructing Pokémon Go - An Empirical Study on Player Personality Characteristics., , , , and . PERSUASIVE, volume 10171 of Lecture Notes in Computer Science, page 83-94. Springer, (2017)