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Exploring Replay Value: Shifts and Continuities in User Experiences Between First and Second Exposure to an Interactive Story.

, , , and . Cyberpsy., Behavior, and Soc. Networking, 15 (7): 378-381 (2012)

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The User Experience of Interactive Digital Storytelling: Theory and Measurement., , , and . ICIDS, volume 7069 of Lecture Notes in Computer Science, page 362-363. Springer, (2011)Measuring User Responses to Interactive Stories: Towards a Standardized Assessment Tool., , , and . ICIDS, volume 6432 of Lecture Notes in Computer Science, page 38-43. Springer, (2010)Some Practical Considerations of Ethical Issues in VR Research., , , and . Presence, 14 (6): 668-676 (2005)Interview mit Stacey Spiegel, Chief Executive Officer, Immersion Studios, Inc., Toronto.. Zeitschrift für Medienpsychologie, 13 (2): 103-105 (2001)Computer-Spiel: Interaktive Unterhaltungsangebote als Synthese aus Medium und Spielzeug.. Zeitschrift für Medienpsychologie, 13 (1): 22-32 (2001)The Experience of Interactive Storytelling: Comparing "Fahrenheit" with "Façade"., , , and . ICEC, volume 6972 of Lecture Notes in Computer Science, page 13-21. Springer, (2011)The Spatial Presence Experience Scale (SPES)., , , , , , , , , and 2 other author(s). J. Media Psychology, 28 (1): 1-15 (2016)Exploring Replay Value: Shifts and Continuities in User Experiences Between First and Second Exposure to an Interactive Story., , , and . Cyberpsy., Behavior, and Soc. Networking, 15 (7): 378-381 (2012)Effectance and Control as Determinants of Video Game Enjoyment., , and . Cyberpsy., Behavior, and Soc. Networking, 10 (6): 845-848 (2007)"Ein echtes Highlight ist der Wald": Professionalisierung der Computerspiel-Vermarktung am Beispiel des Verkaufsstarts von Öblivion".. Zeitschrift für Medienpsychologie, 18 (3): 139-140 (2006)