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Äfter All the Time I Put Into This": Co-Creation and the End-of-life of Social Network Games.

, , , , and . CHI PLAY, page 135-140. ACM, (2015)

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Exploring Twitter as a Game Platform; Strategies and Opportunities for Microblogging-based Games., , , , and . CHI PLAY, page 151-161. ACM, (2015)Äfter All the Time I Put Into This": Co-Creation and the End-of-life of Social Network Games., , , , and . CHI PLAY, page 135-140. ACM, (2015)Human factors in entertainment computing: designing for diversity.. FDG, page 244-246. ACM, (2011)Evaluating social games for kids and teenagers diagnosed with cancer., , , and . SeGAH, page 1-4. IEEE Computer Society, (2011)Visual complexity, player experience, performance and physical exertion in motion-based games for older adults., , and . ASSETS, page 25:1-25:8. ACM, (2013)The Effects of Graphical Fidelity on Player Experience., , , and . MindTrek, page 229. ACM, (2013)Long-Term Use of Motion-Based Video Games in Care Home Settings., , and . CHI, page 1573-1582. ACM, (2015)Decreasing sedentary behaviours in pre-adolescents using casual exergames at school., , , and . CHI PLAY, page 97-106. ACM, (2014)Spielerverhalten und Storyerzeugung in interaktiven Spielumgebungen am Beispiel der Grimmix Story-Engine., , , , and . Mensch & Computer, page 385-390. Oldenbourg Verlag, (2006)Creating wheelchair-controlled video games: Challenges and opportunities when involving young people with mobility impairments and game design experts., , , , , and . Int. J. Hum.-Comput. Stud., (2016)