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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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Too close for comfort: a study of the effectiveness and acceptability of rich-media personalized advertising., , , , and . CHI, page 579-588. ACM, (2012)Was I There?: Impact of Platform and Headphones on 360 Video Immersion., , , , , and . CHI Extended Abstracts, page 2967-2974. ACM, (2017)Removing the HUD: The Impact of Non-Diegetic Game Elements and Expertise on Player Involvement., , , , and . CHI PLAY, page 13-22. ACM, (2015)"I want to be a captain! I want to be a captain!": gamification in the old weather citizen science project., , , and . Gamification, page 79-82. ACM, (2013)Usability and Interaction Dimensions of Participatory Noise and Ecological Monitoring., , , and . Participatory Sensing, Opinions and Collective Awareness, Springer, (2017)When did my mobile turn into a 'sellphone'?: a study of consumer responses to tailored smartphone ads., , , and . BCS HCI, page 215-220. British Computer Society, (2012)Investigating computer game immersion and the component real world dissociation., , and . CHI Extended Abstracts, page 3407-3412. ACM, (2009)Designing for dabblers and deterring drop-outs in citizen science., , , , and . CHI, page 2985-2994. ACM, (2014)Do games attract or sustain engagement in citizen science?: a study of volunteer motivations., , , and . CHI Extended Abstracts, page 1101-1106. ACM, (2013)RedWire: a novel way to create and re-mix games., , , , , , and . CHI PLAY, page 423-424. ACM, (2014)