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In pursuit of evidence: a design and empirical study of a gamified online marketplace., , , , и . MindTrek, стр. 73-80. ACM, (2015)Reinforcing the Attitude-Behavior Relationship in Persuasive Game Design - Four Design Recommendations for Persuasive Games for Societal Interventions., , и . GALA, том 11899 из Lecture Notes in Computer Science, стр. 83-91. Springer, (2019)Addressing Challenges of Planning in Multimodal Transportation Nodes with Simulation Games., , , , , и . SimTecT/ISAGA, том 10711 из Lecture Notes in Computer Science, стр. 254-275. Springer, (2016)Parsifal a Game Opera - Experiential Learning in Gameful Performance Art., и . GALA, том 10056 из Lecture Notes in Computer Science, стр. 154-164. Springer, (2016)Veerkracht 2.0 - Embodied Interactions in a Servant-Leadership Game., , , и . ISAGA, том 8264 из Lecture Notes in Computer Science, стр. 44-51. Springer, (2013)Facilitated Tabletop Games in a Mediated Environment., , , , , и . ISAGA, том 13219 из Lecture Notes in Computer Science, стр. 28-41. Springer, (2021)Listening Space: An Exploratory Case Study on a Persuasive Game Designed to Enrich the Experience of Classical Music Concerts., , , , , и . ACM Journal on Computing and Cultural Heritage, 14 (4): 49:1-49:20 (2021)The Culture Driven Game Design Method: Adapting Serious Games to the Players' Culture., , , , и . Perspectives on Culture and Agent-based Simulations, том 3 из Studies in the Philosophy of Sociality, Springer, (2014)Studying Animals through Artificial Evolution: The Cricket Case., и . ECAL, том 1674 из Lecture Notes in Computer Science, стр. 215-224. Springer, (1999)Evolution of Visual Resolution Constrained by a Trade-off., , и . Artif. Life, 7 (2): 125-146 (2001)