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Let's play together: Effects of video-game play on intergenerational perceptions among youth and elderly participants.

, , , and . Comput. Hum. Behav., 29 (6): 2303-2311 (2013)

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From Microsoft Word 2003 to Microsoft Word 2007: Design Heuristics, Design Flaws and Lessons Learnt., , and . HCIS, volume 332 of IFIP Advances in Information and Communication Technology, page 289-292. Springer, (2010)New teaching and learning experience with mixed reality technologies., , , and . Int. J. Arts Technol., 1 (2): 173-197 (2008)Let's play together: Effects of video-game play on intergenerational perceptions among youth and elderly participants., , , and . Comput. Hum. Behav., 29 (6): 2303-2311 (2013)Game-Based Digital Interventions for Depression Therapy: A Systematic Review and Meta-Analysis., , and . Cyberpsy., Behavior, and Soc. Networking, 17 (8): 519-527 (2014)Creative information seeking: Part II: empirical verification., , and . Aslib Proc., 59 (3): 205-221 (2007)Scaffolding in information search: Effects on less experienced searchers., , , , , and . J. Libr. Inf. Sci., 48 (2): 177-190 (2016)Creativity in Digital Libraries and Information Retrieval Environments., , and . ICADL, volume 2911 of Lecture Notes in Computer Science, page 398-410. Springer, (2003)PAPER for an Educational Digital Library., , , and . ICADL, volume 2911 of Lecture Notes in Computer Science, page 493-504. Springer, (2003)Sentence-Level Sentiment Polarity Classification Using a Linguistic Approach., , , and . ICADL, volume 7008 of Lecture Notes in Computer Science, page 77-87. Springer, (2011)Promoting Healthy and Active Ageing through Exergames: Effects of Exergames on Senior Adults' Psychosocial Well-Being., , , , and . CW, page 288-291. IEEE, (2018)