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Deconstructing Pokémon Go - An Empirical Study on Player Personality Characteristics.

, , , , and . PERSUASIVE, volume 10171 of Lecture Notes in Computer Science, page 83-94. Springer, (2017)

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All In: Targeting Trustworthiness for Special Needs User Groups in the Internet of Things., , , , , and . TRUST, volume 7904 of Lecture Notes in Computer Science, page 223-231. Springer, (2013)Persuasive Information Security: Techniques to Help Employees Protect Organizational Information Security., , , , and . PERSUASIVE, volume 9638 of Lecture Notes in Computer Science, page 339-351. Springer, (2016)Money on the move workload, usability and technology acceptance of second-screen atm-interactions., , , , , and . Mobile HCI, page 281-284. ACM, (2013)Do you enjoy getting gifts?: keeping personas alive through marketing materials., , and . CHI Extended Abstracts, page 2355-2358. ACM, (2013)TACTUX: a tactile user experience assessment board., , , , and . NordiCHI, page 983-986. ACM, (2014)A Heuristic Framework for Evaluating User Experience in Games., , , and . Game User Experience Evaluation, Springer, (2015)Materializing trust as an understandable digital concept.. CHI Extended Abstracts, page 1933-1936. ACM, (2013)Being there for real: presence in real and virtual environments and its relation to usability., , , , and . NordiCHI, page 117-126. ACM, (2014)HCI for PrimeLife Prototypes., , , , and . Privacy and Identity Management for Life, Springer, (2011)Privacy, Trust and Interaction in the Internet of Things., , and . AmI Workshops, volume 277 of Communications in Computer and Information Science, page 264-266. Springer, (2011)