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Defining gameful experience as a psychological state caused by gameplay: Replacing the term 'Gamefulness' with three distinct constructs.

, , , , , and . Int. J. Hum. Comput. Stud., (2019)

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An Experiment on Anonymity and Multi-User Virtual Environments: Manipulating Identity to Increase Learning from Online Collaborative Discussion., and . Int. J. Gaming Comput. Mediat. Simulations, 6 (2): 53-64 (2014)Embodied Realistic Avatar System with Body Motions and Facial Expressions for Communication in Virtual Reality Applications., , , , and . VR Workshops, page 581-582. IEEE, (2020)How to Use Game Elements to Enhance Learning: Applications of the Theory of Gamified Learning., , and . Serious Games and Edutainment Applications, Springer, (2017)Enhancing instructional outcomes with gamification: An empirical test of the Technology-Enhanced Training Effectiveness Model., and . Comput. Hum. Behav., (2017)An investigation of Big Five and narrow personality traits in relation to Internet usage., and . Comput. Hum. Behav., 22 (2): 283-293 (2006)Mobile and computer-based talent assessments: implications of workload and usability., , , , and . CHI Extended Abstracts, page 2299-2304. ACM, (2014)The greatest battle is within ourselves: An experiment on the effects of competition alone on task performance., , and . Int. J. Hum. Comput. Stud., (2019)Casual Social Games as Serious Games: The Psychology of Gamification in Undergraduate Education and Employee Training., and . Serious Games and Edutainment Applications, Springer, (2011)Editorial to the virtual Special Issue: Human-automation interaction in the workplace: A broadened scope of paradigms., , , and . Comput. Hum. Behav., (2022)The future of artificial intelligence at work: A review on effects of decision automation and augmentation on workers targeted by algorithms and third-party observers., and . Comput. Hum. Behav., (2021)