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Removing the HUD: The Impact of Non-Diegetic Game Elements and Expertise on Player Involvement.

, , , , and . CHI PLAY, page 13-22. ACM, (2015)

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Using Reflexive Photography to Investigate Design Affordances for Creativity in Digital Entertainment Games., , , and . Int. J. Hum. Comput. Interact., 37 (9): 867-883 (2021)Do People Use Games to Compensate for Psychological Needs During Crises? A Mixed-Methods Study of Gaming During COVID-19 Lockdowns., , , and . CHI, page 471:1-471:15. ACM, (2022)Motivation, engagement and learning through digital games, , , , and . International Journal of Virtual and Personal Learning Environments, 2 (2): 1-16 (2011)Do games attract or sustain engagement in citizen science?: a study of volunteer motivations., , , and . CHI Extended Abstracts, page 1101-1106. ACM, (2013)Ä Game that Makes You Question...": Exploring the Role of Reflection for the Player Experience., , and . CHI PLAY, page 315-327. ACM, (2018)The Role of Gaming During Difficult Life Experiences., and . CHI, page 223. ACM, (2019)Learning by Doing: Intrinsic Integration Directs Attention to Increase Learning In Games., and . Proc. ACM Hum. Comput. Interact., 6 (CHI): 1-18 (2022)Design Frictions for Mindful Interactions: The Case for Microboundaries., , , , and . CHI Extended Abstracts, page 1389-1397. ACM, (2016)Gaming for Post-Work Recovery: The Role of Immersion., , and . CHI, page 288:1-288:15. ACM, (2023)Neither Grasshopper nor Ant: learning from DIY coding and from gaming WIP., and . PPIG, Psychology of Programming Interest Group, (2021)