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Modeling player preferences in avatar customization using social network data: A case-study using virtual items in Team Fortress 2.

, and . CIG, page 1-8. IEEE, (2013)

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Authoring conversational narratives in games with the Chimeria platform., , , , , , and . FDG, Society for the Advancement of the Science of Digital Games, (2014)Chimeria: Grayscale MOOC: Towards Critical Self-Reflection at Scale., and . L@S, page 25:1-25:4. ACM, (2019)MazeStar: a platform for studying virtual identity and computer science education., and . FDG, page 61:1-61:6. ACM, (2017)Exploring the Impact of Avatar Color on Game Experience in Educational Games., and . CHI Extended Abstracts, page 1896-1905. ACM, (2016)Toward avatar models to enhance performance and engagement in educational games., and . CIG, page 246-253. IEEE, (2015)Understanding players' identities and behavioral archetypes from avatar customization data., and . CIG, page 238-245. IEEE, (2015)Developing Social Identity Models of Players from Game Telemetry Data., and . AIIDE, AAAI, (2014)Exploring the Construction, Play, Use of Virtual Identities in a STEM Learning Game., and . FDG, Society for the Advancement of the Science of Digital Games, (2015)Generating Cultural Personas from Social Data: A Perspective of Middle Eastern Users., , , , , , , and . FiCloud Workshops, page 120-125. IEEE Computer Society, (2017)A Digital Humanities Approach to the Design of Gesture-Driven Interactive Narratives., , and . DH, page 206-209. Alliance of Digital Humanities Organizations (ADHO), (2013)