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Improving Presence Theory Through Experiential Design.

, , , and . Presence Teleoperators Virtual Environ., 17 (4): 405-413 (2008)

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Narrative-Based Collaboration Systems for Distributed Teams: Nine Research Questions for Information Managers., , and . IS Management, 26 (1): 28-38 (2009)Understanding Digital Badges Through Feedback, Reward, and Narrative: A Multidisciplinary Approach to Building Better Badges in Social Environments, , and . Commun. Des. Q. Rev, 3 (3): 56--60 (June 2015)Improving Presence Theory Through Experiential Design., , , and . Presence Teleoperators Virtual Environ., 17 (4): 405-413 (2008)The role teachers' expectations and value assessments of video games play in their adopting and integrating them into their classrooms., and . Br. J. Educ. Technol., 42 (2): 197-213 (2011)Best Practices for the Design and Development of Ethical Learning Video Games., and . Int. J. Cyber Ethics Educ., 2 (4): 1-23 (2012)The role teachers' expectations and value assessments of video games play in their adopting and integrating them into their classrooms, and . (2009)Adapting UX to the design of healthcare games and applications., , and . Entertain. Comput., (2018)Creative Content Management: Importance, Novelty, and Affect as Design Heuristics for Learning Management Systems., , and . IEEE Trans. Prof. Commun., 60 (2): 183-200 (2017)How to Design Experimental Research Studies around Digital Badges., and . OBIE@LAK, volume 1358 of CEUR Workshop Proceedings, page 30-35. CEUR-WS.org, (2015)The Revised Game Engagement Model: Capturing the subjective gameplay experience., , , , and . Entertain. Comput., (2018)