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Game design: the mapping of cognitive task analysis and game discourse analysis in creating effective and entertaining serious games.

, , and . ECCE, page 287-293. Mediamatica, Delft University of Technology, The Netherlands / ACM, (2010)

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The mediating effect of fantasy on engagement in an AR game for learning., , , and . Entertain. Comput., (2022)The Importance of Dashboard Elements During Esports Matches to Players, Passive-Viewers and Spectator-Players., , and . ICEC, volume 13477 of Lecture Notes in Computer Science, page 283-295. Springer, (2022)Exploring Fantasy Play in MathMythos AR., , , and . CHI PLAY (Companion), page 413-417. ACM, (2020)Exploring an augmented reality social learning game for elementary school students., , , , and . IDC, page 508-518. ACM, (2020)Exploring Tangible Interaction and Diegetic Feedback in an AR Math Game for Children., , , and . IDC, page 580-585. ACM, (2019)Virtual Reality as e-Mental Health to Support Starting with Mindfulness-Based Cognitive Therapy., and . ICEC, volume 11112 of Lecture Notes in Computer Science, page 241-247. Springer, (2018)That Sound's Juicy! Exploring Juicy Audio Effects in Video Games., and . ICEC, volume 13056 of Lecture Notes in Computer Science, page 319-335. Springer, (2021)A Breathtaking Journey. On the Design of an Empathy-Arousing Mixed-Reality Game., , , , and . CHI PLAY, page 91-104. ACM, (2016)Understanding the effect of Fantasy in Augmented Reality Game-Based Learning from a Player Journey Perspective., , , and . CCHI, page 55-60. ACM, (2023)Designing Kinect games to train motor skills for mixed ability players., , and . GFHEU, page 197-205. Springer, (2013)