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Boredom, Immersion, Flow - A Pilot Study Investigating Player Experience

, and . IADIS Gaming 2008: Design for Engaging Experience and Social Interaction, page 103--107. IADIS, IADIS Press, (July 2008)

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Categorical, Narrative, and Hybrid Behavior Generation in the GENIE Environment for Interactive Narrative Virtual Worlds, and . Proceedings International Conference on Media Futures, page 65-68. Florence, Italy, (May 2001)The Aiming Game: Using a Game with Biofeedback for Training in Emotion Regulation., , , , and . DiGRA Conference, Digital Games Research Association, (2011)Modeling cognitive load and physiological arousal through pupil diameter and heart rate., , and . Multim. Tools Appl., 79 (5-6): 3145-3159 (2020)A Biofeedback Game for Training Arousal Regulation during a Stressful Task: The Space Investor., , , and . HCI (5), volume 8008 of Lecture Notes in Computer Science, page 403-410. Springer, (2013)The effect of cognitive load on physiological arousal in a decision-making serious game., , and . VS-GAMES, page 153-156. IEEE Computer Society, (2017)Multi-Cue Based Place Learning for Mobile Robot Navigation., and . AIS, volume 7326 of Lecture Notes in Computer Science, page 50-58. Springer, (2012)Physiological Affect and Performance in a Collaborative Serious Game Between Humans and an Autonomous Robot., , and . ICEC, volume 11112 of Lecture Notes in Computer Science, page 127-138. Springer, (2018)Boredom, Immersion, Flow - A Pilot Study Investigating Player Experience, and . IADIS Gaming 2008: Design for Engaging Experience and Social Interaction, page 103--107. IADIS, IADIS Press, (July 2008)An affective serious game for collaboration between humans and robots., , and . Entertain. Comput., (2019)New media semiotics - computation and aesthetic function, , , , and . Proceedings of the 1st Conference on Computational Semiotics for Games and New Media, page 3-8. Amsterdam, The Netherlands, (September 2001)