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Methods for evaluating games: how to measure usability and user experience in games?

, , and . Advances in Computer Entertainment Technology, volume 203 of ACM International Conference Proceeding Series, page 309-310. ACM, (2007)

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On Mathematical Modeling of Networks and Implementation Aspects., and . AISC, volume 2385 of Lecture Notes in Computer Science, page 168-180. Springer, (2002)"This is a flying shopping trolley": a case study of participatory design with children in a shopping context., , , , and . PDC, page 254-257. ACM, (2008)A new perspective for the games and entertainment community., and . CHI Extended Abstracts, page 2489-2492. ACM, (2013)Games and HCI: perspectives on intersections and opportunities., , , , and . CHI Extended Abstracts, page 351-354. ACM, (2011)Games and entertainment community SIG: shaping the future., and . CHI Extended Abstracts, page 1173-1176. ACM, (2012)Social Gaming Patterns During a Pandemic Crisis: A Cross-cultural Survey., , and . ICEC, volume 13056 of Lecture Notes in Computer Science, page 139-153. Springer, (2021)Towards a Community-Based Ranking System of Overwatch Players., , and . ICEC, volume 13477 of Lecture Notes in Computer Science, page 309-319. Springer, (2022)A Generic Visualization Approach Supporting Task-Based Evaluation of Usability and User Experience., , , and . HCSE, volume 12481 of Lecture Notes in Computer Science, page 24-44. Springer, (2020)Measuring user experience in the living room: results from an ethnographically oriented field study indicating major evaluation factors., and . EuroITV, page 79-82. ACM, (2011)Real or unreal?: an evaluation setting for emotional characters using unreal technology., , and . Advances in Computer Entertainment Technology, page 375-376. ACM, (2005)