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Why girls go pink: Game character identification and game-players' motivations.

, , , and . Comput. Hum. Behav., 29 (6): 2640-2649 (2013)

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Proposing a Survey Instrument for Measuring Operational, Formal, Information, and Strategic Internet Skills., , and . Int. J. Hum. Comput. Interact., 28 (12): 827-837 (2012)The Influence of Privacy on the Acceptance of Technologies for Assisted Living., , , and . HCI (28), volume 12208 of Lecture Notes in Computer Science, page 463-473. Springer, (2020)Appropriation of wearable augmented reality., , , and . MobileHCI Adjunct, page 437-439. ACM, (2018)Why girls go pink: Game character identification and game-players' motivations., , , and . Comput. Hum. Behav., 29 (6): 2640-2649 (2013)The Acceptance of Domestic Ambient Intelligence Appliances by Prospective Users., , and . Pervasive, volume 5538 of Lecture Notes in Computer Science, page 77-94. Springer, (2009)Anticipated Acceptance of Head Mounted Displays: a content analysis of YouTube comments., , , and . PerCom Workshops, page 399-402. IEEE, (2019)A theoretical framework to study long-term use of smart eyewear., , , and . UbiComp/ISWC Adjunct, page 667-670. ACM, (2019)The effects of interactive brand placements in online games on children's cognitive, affective, and conative brand responses., , , and . Comput. Hum. Behav., 26 (6): 1787-1794 (2010)A model for predicting the educational use of information and communication technologies Keyword- Technology technicals journal. Instructional Science, 29 (2001): 95–125 (2001)The four Es in the model, derived from a series of previous studies (Collis & Pals, 1999), are environmental factors, effectiveness, ease of use, and (personal) engagement.