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"It is always a lot of fun!": exploring dimensions of digital game experience using focus group methodology.

, , and . Future Play, page 83-89. ACM, (2007)

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A Room with a Cue: The Efficacy of Movement Parallax, Occlusion, and Blur in Creating a Virtual Window., , , , and . Presence, 17 (3): 269-282 (2008)User Experience of Gesture Based Interfaces: A Comparison with Traditional Interaction Methods on Pragmatic and Hedonic Qualities., , and . Gesture Workshop, volume 7206 of Lecture Notes in Computer Science, page 36-47. Springer, (2011)Fun and Sports: Enhancing the Home Fitness Experience., , , , and . ICEC, volume 3166 of Lecture Notes in Computer Science, page 46-56. Springer, (2004)Sharing places: testing psychological effects of location cueing frequency and explicit vs. inferred closeness., , and . Mobile HCI, page 399-402. ACM, (2008)Rules of Engagement: Influence of Co-Player Presence on Player Involvement in Digital Games., , and . IJGCMS, 1 (3): 14-27 (2009)Virtual Laboratories: Comparability of Real and Virtual Environments for Environmental Psychology., , , and . Presence, 12 (4): 360-373 (2003)Virtual Fitness: Stimulating Exercise Behavior through Media Technology., , , , and . Presence, 15 (6): 688-698 (2006)Motivation in Home Fitnessing: Effects of Immersion and Movement., , , , , , , and . HCI (4), volume 4553 of Lecture Notes in Computer Science, page 544-548. Springer, (2007)Persuasive Technology for Human Well-Being: Setting the Scene., , , , and . PERSUASIVE, volume 3962 of Lecture Notes in Computer Science, page 1-5. Springer, (2006)Effect of a Virtual Coach on Athletes' Motivation., , , , , , , , and . PERSUASIVE, volume 3962 of Lecture Notes in Computer Science, page 158-161. Springer, (2006)