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The role of trait emotional intelligence in gamers' preferences for play and frequency of gaming.

, , and . Comput. Hum. Behav., 27 (5): 1815-1819 (2011)

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A Motivationally Oriented Approach to Understanding Game Appropriation., , and . Int. J. Hum. Comput. Interaction, 28 (1): 34-47 (2012)Engaging children and parents in physically active maths sessions., , , , , and . IDC (Extended Abstracts), page 260-263. ACM, (2020)What characteristics of the gamers' profile should be taken into account in player-centred game design?, , and . Intelligent Environments (Workshops), volume 19 of Ambient Intelligence and Smart Environments, page 289-297. IOS Press, (2015)Knowledge assessment: tapping human expertise by the QUERY routine., , , and . Int. J. Hum. Comput. Stud., 40 (1): 119-151 (1994)Dispelling the myth of the socio-emotionally dissatisfied gamer., , and . Comput. Hum. Behav., (2014)Adult Learners and ICT: An Intervention Study in the UK., , and . EC-TEL, volume 4227 of Lecture Notes in Computer Science, page 213-226. Springer, (2006)The role of trait emotional intelligence in gamers' preferences for play and frequency of gaming., , and . Comput. Hum. Behav., 27 (5): 1815-1819 (2011)An Iterative, Multidisciplinary Approach to Studying Digital Play Motivation: The Model of Game Motivation., , and . Games Cult., 10 (3): 249-268 (2015)A Hybrid Learning Space for Physically-Active Mathematics: the case of Numberfit., , , , , , , and . HLS-D3@EC-TEL, volume 2712 of CEUR Workshop Proceedings, page 15-24. CEUR-WS.org, (2019)