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"Backseat Gaming" A Study of Co-Regulated Learning within a Collegiate Male Esports Community.

, , , , , and . CHI, page 759:1-759:14. ACM, (2024)

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User studies: a strategy towards a successful industry-academic relationship., , , , , and . Future Play, page 134-142. ACM, (2010)A user-centric adaptive story architecture: borrowing from acting theories.. Advances in Computer Entertainment Technology, page 109-116. ACM, (2004)PETEEI: A PET With Evolving Emotional Intelligence., , and . Agents, page 9-15. ACM, (1999)Exploring Improvisational Approaches to Social Knowledge Acquisition., , , and . AAMAS, page 1060-1068. International Foundation for Autonomous Agents and Multiagent Systems, (2019)DigitalBeing: An Ambient Intelligent Dance Space., and . FUZZ-IEEE, page 907-914. IEEE, (2006)miniPXI: Development and Validation of an Eleven-Item Measure of the Player Experience Inventory., , , , , , , , and . Proc. ACM Hum. Comput. Interact., 6 (CHI): 1-26 (2022)Learning Generative Models of Social Interactions with Humans-in-the-Loop., , , , and . ICMLA, page 509-516. IEEE, (2018)A Data-Driven Design of AR Alternate Reality Games to Measure Resilience., , , , , , , and . HCI (33), volume 13334 of Lecture Notes in Computer Science, page 586-604. Springer, (2022)Visualization-based Iterative Segmentation to Augment Video Game Analytics., , and . CoG, page 1-2. IEEE, (2023)Parallel OPM: A Visualization System for Analyzing Peers Board States for Gameplay Reflection., , , , and . CoG, page 1-2. IEEE, (2023)