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Balancing learning and enjoyment in serious games: Kerbal Space Program and the communication mediation model.

, and . Comput. Educ., (2022)

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As real as real? Macroeconomic behavior in a large-scale virtual world., , , , , , and . New Media Soc., 11 (5): 685-707 (2009)Augmented Versus Virtual Reality in Education: An Exploratory Study Examining Science Knowledge Retention When Using Augmented Reality/Virtual Reality Mobile Applications., , , , , and . Cyberpsychology Behav. Soc. Netw., 22 (2): 105-110 (2019)Exploring how gender-anonymous voice avatars influence women's performance in online computing group work., , , , , , and . Int. J. Hum. Comput. Stud., (January 2024)Ebook Uses and Class Performance in a College Course., , and . HICSS, page 63-71. IEEE Computer Society, (2015)Beyond Genre: Classifying Virtual Reality Experiences., , , , , and . IEEE Trans. Games, 14 (3): 466-477 (2022)Predicting MMO Player Gender from In-Game Attributes Using Machine Learning Models., , , , , and . Predicting Real World Behaviors from Virtual World Data @ SocialCom, page 69-84. Springer, (2013)Do Men Advance Faster Than Women? Debunking the Gender Performance Gap in Two Massively Multiplayer Online Games., , , and . J. Comput. Mediat. Commun., 21 (4): 312-329 (2016)Women Keep it Real: Avatar Gender Choice in League of Legends., , , and . Cyberpsychology Behav. Soc. Netw., 22 (4): 254-257 (2019)Viral vitriol: Predictors and contagion of online toxicity in World of Tanks., , , , , and . Comput. Hum. Behav., (2020)Playing well with virtual classmates: relating avatar design to group satisfaction., and . CSCW, page 564-573. ACM, (2014)