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Corrigendum to "Initial prototype testing of Ray's Night Out: A new mobile app targeting risky drinking in young people" Comput. Hum. Behav. 54 (2016) 207-214.

, , , , , , , , and . Comput. Hum. Behav., (2016)

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Indicators of wellbeing in recreational video game players., , and . OZCHI, page 613-617. ACM, (2015)Playing Alone, Playing With Others: Differences in Player Experience and Indicators of Wellbeing., , and . CHI PLAY, page 3-12. ACM, (2015)Redefining Videogame Reward Types., , , , and . OZCHI, page 83-91. ACM, (2015)Development and validation of the Italian version of the Mobile Application Rating Scale and its generalisability to apps targeting primary prevention., , , , , , , , and . BMC Medical Informatics Decis. Mak., (2016)The Impact of Rewards and Trait Reward Responsiveness on Player Motivation., , , , and . CHI PLAY, page 393-404. ACM, (2018)A Social Robot to Deliver an 8-Week Intervention for Diabetes Management: Initial Test of Feasibility in a Hospital Clinic., , , and . ICSR, volume 12483 of Lecture Notes in Computer Science, page 628-639. Springer, (2020)Initial prototype testing of Ray's Night Out: A new mobile app targeting risky drinking in young people., , , , , , , , and . Comput. Hum. Behav., (2016)The Social Context of Video Game Play: Challenges and Strategies., , , , and . Conference on Designing Interactive Systems, page 761-772. ACM, (2016)Positively playful: when videogames lead to player wellbeing., , and . Gamification, page 99-102. ACM, (2013)Measures of incentives and confidence in using a social robot., , , , and . Sci. Robotics, (2018)