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Shaping Attitudes Across Realities. Exploring Strategies for the Design of Persuasive Virtual, Augmented and Mixed Reality Games.

, , , , , and . ICEC, volume 10507 of Lecture Notes in Computer Science, page 497-501. Springer, (2017)

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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)The mediating effect of fantasy on engagement in an AR game for learning., , , and . Entertain. Comput., (2022)Exploring Fantasy Play in MathMythos AR., , , and . CHI PLAY (Companion), page 413-417. ACM, (2020)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 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)Designing a VR Experience to Reduce the Experience of Pain: Scare, Excite or Relax?, and . ICEC-JCSG, volume 11863 of Lecture Notes in Computer Science, page 97-110. Springer, (2019)Extracting Design Guidelines for Augmented Reality Serious Games for Children., , , and . IEEE Access, (2022)