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The edge of glory: the relationship between metacritic scores and player experience.

, , , and . CHI PLAY, page 141-150. ACM, (2014)

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Advanced gaze visualizations for three-dimensional virtual environments., , and . ETRA, page 109-112. ACM, (2010)Communication Sequences Indicate Team Cohesion: A Mixed-Methods Study of Ad Hoc League of Legends Teams., , , , and . Proc. ACM Hum. Comput. Interact., 6 (CHI): 1-27 (2022)Affective Ludology: Scientific Measurement of User Experience in Interactive Entertainment.. Blekinge Institute of Technology, Sweden, (2009)Feels like Team Spirit: Biometric and Strategic Interdependence in Asymmetric Multiplayer VR Games., , , , , and . CHI, page 443:1-443:15. ACM, (2021)Exploring social interaction in co-located multiplayer games., , , , and . CHI Extended Abstracts, page 1119-1124. ACM, (2013)Gamification. using game-design elements in non-gaming contexts., , , , and . CHI Extended Abstracts, page 2425-2428. ACM, (2011)User Experience Design and Research in Games., , and . CHI Extended Abstracts, page 560:1-560:3. ACM, (2023)Guided Emotional State Regulation: Understanding and Shaping Players' Affective Experiences in Digital Games., , , and . AIIDE, AAAI, (2013)Empirical Evidence on Gamification and Learning Analytics (GaLA): What is Missing?, , , , and . ICALT, page 106-108. IEEE, (2022)How Multidisciplinary is Gamification Research?: Results from a Scoping Review., , , , , and . CHI PLAY (Companion), page 445-452. ACM, (2017)