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Balancing Act: Enabling Public Engagement with Sustainability Issues through a Multi-touch Tabletop Collaborative Game.

, , , , and . INTERACT (2), volume 6947 of Lecture Notes in Computer Science, page 194-211. Springer, (2011)

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Dynamic Demographics: Lessons from a Large-Scale Census of Performative Possibilities in Games., and . CHI, page 93. ACM, (2018)Magia Transformo: Designing for Mixed Reality Transformative Play., , and . CHI PLAY (Companion), page 421-429. ACM, (2017)Teaching Pervasive Game Design in a Zombie Apocalypse., , and . CHI PLAY (Companion), page 165-177. ACM, (2017)Rock Band: a case study in the design of embodied interface experience., and . Sandbox@SIGGRAPH, page 127-134. ACM, (2009)User Perceptions of Adaptivity in an Interactive Narrative., , and . UMAP, volume 6787 of Lecture Notes in Computer Science, page 389-400. Springer, (2011)The effects of physicality on the child's imagination., , , and . Creativity & Cognition, page 93-102. ACM, (2013)Balancing Act: Enabling Public Engagement with Sustainability Issues through a Multi-touch Tabletop Collaborative Game., , , , and . INTERACT (2), volume 6947 of Lecture Notes in Computer Science, page 194-211. Springer, (2011)Why we use and abandon smart devices., , , and . UbiComp, page 635-646. ACM, (2015)Hermeneutic Inquiry for Digital Games Research.. Comput. Games J., 4 (1-2): 59-80 (2015)Designing Hybrid Games for Playful Fabrication: Augmentation, Accumulation & Idleness., , and . CHI PLAY (Companion), page 413-419. ACM, (2017)