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Serious Games for Personal and Social Learning & Ethics: Status and Trends.

, , , , , , and . VS-GAMES, volume 15 of Procedia Computer Science, page 53-65. Elsevier, (2012)

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The RAGE Advanced Game Technologies Repository for Supporting Applied Game Development., , , , , , , , and . GALA, volume 10056 of Lecture Notes in Computer Science, page 235-245. Springer, (2016)"I'm happy if you are happy.": a model for emotional contagion in game characters., , , , and . Advances in Computer Entertainment Technology, page 2. ACM, (2011)Dynamic Identity Model for Agents., and . MABS, volume 8235 of Lecture Notes in Computer Science, page 37-52. Springer, (2013)Emerging social awareness: Exploring intrinsic motivation in multiagent learning., , , and . ICDL-EPIROB, page 1-6. IEEE, (2011)One for All or One for One? The Influence of Cultural Dimensions in Virtual Agents' Behaviour., , , and . IVA, volume 5773 of Lecture Notes in Computer Science, page 272-286. Springer, (2009)FantasyA - The Duel of Emotions., , , , and . IVA, volume 2792 of Lecture Notes in Computer Science, page 62-66. Springer, (2003)A cooperative multi-agent system to accurately estimate residential energy demand., , , and . AAMAS, page 1405-1406. IFAAMAS/ACM, (2014)Exploring Social Power Intelligent Behavior., , and . AAMAS, page 1859-1860. ACM, (2015)The child behind the character., , and . IEEE Trans. Systems, Man, and Cybernetics, Part A, 31 (5): 361-368 (2001)The role of social identity, rationality and anticipation in believable agents., , , , , , , and . AAMAS, page 1175-1176. IFAAMAS, (2012)