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Where everybody knows your game: the appeal and function of game cafés in western Europe.

, , , и . Advances in Computer Entertainment Technology, том 422 из ACM International Conference Proceeding Series, стр. 28-35. ACM, (2009)

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"It is always a lot of fun!": exploring dimensions of digital game experience using focus group methodology., , и . Future Play, стр. 83-89. ACM, (2007)Where everybody knows your game: the appeal and function of game cafés in western Europe., , , и . Advances in Computer Entertainment Technology, том 422 из ACM International Conference Proceeding Series, стр. 28-35. ACM, (2009)Motivation in Home Fitnessing: Effects of Immersion and Movement., , , , , , , и . HCI (4), том 4553 из Lecture Notes in Computer Science, стр. 544-548. Springer, (2007)Persuasive Technology for Human Well-Being: Setting the Scene., , , , и . PERSUASIVE, том 3962 из Lecture Notes in Computer Science, стр. 1-5. Springer, (2006)Interpersonal connectedness: conceptualization and directions for a measurement instrument., , и . CHI Extended Abstracts, стр. 3129-3134. ACM, (2008)Social connectedness: concept and measurement., , , и . Intelligent Environments, том 2 из Ambient Intelligence and Smart Environments, стр. 67-74. IOS Press, (2009)Is This My Hand I See Before Me? The Rubber Hand Illusion in Reality, Virtual Reality, and Mixed Reality., , и . Presence Teleoperators Virtual Environ., 15 (4): 455-464 (2006)Bridging the Gap between the Home and the Lab: A Qualitative Study of Acceptance of an Avatar Feedback System., , и . PERSUASIVE, том 7284 из Lecture Notes in Computer Science, стр. 251-255. Springer, (2012)Shared Fun Is Doubled Fun: Player Enjoyment as a Function of Social Setting., , и . Fun and Games, том 5294 из Lecture Notes in Computer Science, стр. 106-117. Springer, (2008)Where is Vincent? Expanding our emotional selves with AI., , , и . CUI, стр. 19:1-19:11. ACM, (2022)