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"Eigentlich geht es mir gut" Entwicklung eines Serious Game zur patientenzentrierten Gesprächsführung.

, , , , , , , and . DeLFI, volume P-218 of LNI, page 11-22. GI, (2013)

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The influence of social entities in virtual reality games on player experience and immersion., , and . FDG, page 35:1-35:10. ACM, (2017)Defining second screen gaming: exploration of new design patterns., , and . Advances in Computer Entertainment, page 7:1-7:8. ACM, (2014)Lost in Open Worlds: Design Patterns for Player Navigation in Virtual Reality Games., and . ACE, page 7:1-7:7. ACM, (2016)Virtual Reality MRI: Playful Reduction of Children's Anxiety in MRI Exams., and . IDC, page 127-136. ACM, (2017)Pengunaut trainer: a playful VR app to prepare children for MRI examinations: in-depth game design analysis., , , and . IDC, page 470-482. ACM, (2020)Relaxation, Distraction, and Fun: Improving Well-being in Situations of Acute Emotional Distress with Virtual Reality. Essen University, Germany, (2021)base-search.net (ftunivessen:oai:duepublico2.uni-due.de:duepublico_mods_00074774).Playing in virtual nature: improving mood of elderly people using VR technology., , and . MuC, page 155-164. ACM, (2020)Designing Shared Virtual Reality Gaming Experiences in Local Multi-platform Games., and . ICEC, volume 9926 of Lecture Notes in Computer Science, page 235-240. Springer, (2016)"Eigentlich geht es mir gut" Entwicklung eines Serious Game zur patientenzentrierten Gesprächsführung., , , , , , , and . DeLFI, volume P-218 of LNI, page 11-22. GI, (2013)A Universe Inside the MRI Scanner: An In-Bore Virtual Reality Game for Children to Reduce Anxiety and Stress., , and . CHI PLAY, page 46-57. ACM, (2020)