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Biometric design for casual games: a case study on measuring facial responses in casual games.

, , and . Advances in Computer Entertainment Technology, page 67. ACM, (2011)

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How psychophysiology can aid the design process of casual games: a tale of stress, facial muscles, and paper beasts., , and . FDG, page 149-155. ACM, (2012)Playing under threat. Examining stereotype threat in female game players., , , , and . Comput. Hum. Behav., (2016)A framework for biometric playtesting of games., , and . FDG, page 423-424. Society for the Advancement of the Science of Digital Games, (2013)Comparing Game User Research Methodologies for the Improvement of Level Design in a 2-D Platformer., , , , and . Advances in Computer Entertainment, volume 8253 of Lecture Notes in Computer Science, page 77-92. Springer, (2013)Did you see that?: in-game advertising retention in players and onlookers., , and . Advances in Computer Entertainment, page 42:1-42:4. ACM, (2014)The Negative Effects of Praise and Flattery., , and . FDG, Society for the Advancement of the Science of Digital Games, (2015)Persuasive Content: Understanding In-Game Advertising Retention in Players and Onlookers., , and . FDG, Society for the Advancement of the Science of Digital Games, (2015)Sensors at Play: A biometric framework for game developers and game users., , , and . FDG, Society for the Advancement of the Science of Digital Games, (2015)Biometric design for casual games: a case study on measuring facial responses in casual games., , and . Advances in Computer Entertainment Technology, page 67. ACM, (2011)