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A Usability Evaluation of a Software Framework for Designing Persuasive Games.

, and . UMAP (Adjunct Publication), page 123-128. ACM, (2023)

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Improving the Efficacy of Games for Change Using Personalization Models., , and . ACM Trans. Comput. Hum. Interact., 24 (5): 32:1-32:22 (2017)PHISHER CRUSH: A Mobile Persuasive Game for Promoting Online Security., , and . PERSUASIVE, volume 12064 of Lecture Notes in Computer Science, page 223-233. Springer, (2020)Using Player Type Models for Personalized Game Design - An Empirical Investigation., , , , , , , and . IxD&A, (2016)LunchTime: a slow-casual game for long-term dietary behavior change., , and . Personal and Ubiquitous Computing, 17 (6): 1211-1221 (2013)The Influence of Culture in the Effect of Age and Gender on Social Influence in Persuasive Technology., , and . UMAP (Adjunct Publication), page 47-52. ACM, (2017)Analyzing COVID-19 Tweets using Health Behaviour Theories and Machine Learning., , , and . SEGAH, page 1-8. IEEE, (2021)ProTaskinator: A Persuasive Mobile Application for Reducing Procrastination in University Students., , and . SeGAH, page 1-8. IEEE, (2023)A Usability Evaluation of a Software Framework for Designing Persuasive Games., and . UMAP (Adjunct Publication), page 123-128. ACM, (2023)Chai Wallpaper: A Mindfulness-Based Persuasive Intervention for Absent-Minded Smartphone Usage., and . UMAP (Adjunct Publication), page 16-21. ACM, (2023)Identifying adverse drug reactions from patient reviews on social media using natural language processing., and . Health Informatics J., 29 (1): 146045822211367 (January 2023)