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Player Experiences and Behaviors in a Multiplayer Game: designing game rules to change interdependent behavior.

, , , and . Int. J. Serious Games, (2016)

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A cookbook method for Persuasive Game Design., , , and . Int. J. Serious Games, (2018)Using a Digital Game for Training Desirable Behavior in Cognitive-Behavioral Therapy of Burnout Syndrome: A Controlled Study., , , , , , , , and . Cyberpsy., Behavior, and Soc. Networking, 18 (2): 101-111 (2015)Learnings and Challenges in Designing Gamifications for Mental Healthcare: The Case Study of the Readysetgoals Application., , , and . VS-GAMES, page 1-8. IEEE Computer Society, (2018)Reflections on the design, implementation, and adoption of a gamified eHealth application in youth mental healthcare., , , , and . Entertain. Comput., (2019)Moved by Movements: How Character Movements Cue Us to Form Specific Genre and Affective Impressions.. ICEC, volume 3166 of Lecture Notes in Computer Science, page 168-171. Springer, (2004)'What Remains?': A Persuasive Story Telling Game., and . GFHEU, page 153-160. Springer, (2013)Personalization in Game Design for Healthcare: a Literature Review on its Definitions and Effects., , , , and . Int. J. Serious Games, (2016)Enhancing Intuitive Interaction by Using Embodied Affective Movements.. MuC (Workshopband), page 90-93. Logos Verlag, (2009)Changamoto: Design and Validation of a Therapy Adherence Game., , , and . GFHEU, page 144-149. Springer, (2014)Player Experiences and Behaviors in a Multiplayer Game: designing game rules to change interdependent behavior., , , and . Int. J. Serious Games, (2016)