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Mapping Design Spaces for Audience Participation in Game Live Streaming.

, , , and . CHI, page 329:1-329:15. ACM, (2021)

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Characterizing ELL Students' Behavior During MOOC Videos Using Content Type., , , , and . L@S, page 185-188. ACM, (2017)Virtual Economies: Threats and Risks., , , , and . Financial Cryptography, volume 4886 of Lecture Notes in Computer Science, page 239-244. Springer, (2007)A Preliminary Look at MOOC-associated Facebook Groups: Prevalence, Geographic Representation, and Homophily., , , , and . L@S, page 205-208. ACM, (2016)"They Just Don't Get It": Towards Social Technologies for Coping with Interpersonal Racism., , , and . Proc. ACM Hum. Comput. Interact., 4 (CSCW): 024:1-024:29 (2020)Sharing Multi-User VR Spaces., , , , , , , and . CHI PLAY (Companion), page 229-233. ACM, (2020)"What's Your Name Again?": How Race and Gender Dynamics Impact Codesign Processes and Output., , , , , and . ACM Trans. Comput. Hum. Interact., 30 (6): 85:1-85:26 (December 2023)Integrating Curiosity and Uncertainty in Game Design., , , and . DiGRA/FDG, Digital Games Research Association/Society for the Advancement of the Science of Digital Games, (2016)The View from MARS: Empowering Game Stream Viewers with Metadata Augmented Real-time Streaming., , and . UIST, page 62:1-62:13. ACM, (2023)Peer Feedback Processes in the Game Industry., , , , , and . CHI PLAY, page 427-438. ACM, (2019)The Design of Co-Robotic Games for Computer Science Education., , , , , and . CHI PLAY, page 111-116. ACM, (2021)