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Out of sight, out of mind: co-player effects on seniors' player experience.

, , , and . Fun and Games, page 74-83. ACM, (2010)

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Where everybody knows your game: the appeal and function of game cafés in western Europe., , , and . Advances in Computer Entertainment Technology, volume 422 of ACM International Conference Proceeding Series, page 28-35. ACM, (2009)"It is always a lot of fun!": exploring dimensions of digital game experience using focus group methodology., , and . Future Play, page 83-89. ACM, (2007)Motivation in Home Fitnessing: Effects of Immersion and Movement., , , , , , , and . HCI (4), volume 4553 of Lecture Notes in Computer Science, page 544-548. Springer, (2007)Persuasive Technology for Human Well-Being: Setting the Scene., , , , and . PERSUASIVE, volume 3962 of Lecture Notes in Computer Science, page 1-5. Springer, (2006)Interpersonal connectedness: conceptualization and directions for a measurement instrument., , and . CHI Extended Abstracts, page 3129-3134. ACM, (2008)Shared Fun Is Doubled Fun: Player Enjoyment as a Function of Social Setting., , and . Fun and Games, volume 5294 of Lecture Notes in Computer Science, page 106-117. Springer, (2008)Bridging the Gap between the Home and the Lab: A Qualitative Study of Acceptance of an Avatar Feedback System., , and . PERSUASIVE, volume 7284 of Lecture Notes in Computer Science, page 251-255. Springer, (2012)Social connectedness: concept and measurement., , , and . Intelligent Environments, volume 2 of Ambient Intelligence and Smart Environments, page 67-74. IOS Press, (2009)Is This My Hand I See Before Me? The Rubber Hand Illusion in Reality, Virtual Reality, and Mixed Reality., , and . Presence Teleoperators Virtual Environ., 15 (4): 455-464 (2006)People May Punish, But Not Blame Robots., , , , and . CHI, page 715:1-715:11. ACM, (2021)