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Другие публикации лиц с тем же именем

"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)Help, I Am Losing Control! Examining the Reporting of Sexual Harassment by Adolescents to Social Networking Sites., , и . Cyberpsychology Behav. Soc. Netw., 19 (1): 16-22 (2016)Virtual Touch Sensations in an Online Shopping Context: An Experimental Approach., и . ACII, стр. 798-801. IEEE Computer Society, (2013)The relationship between player involvement and immersion: An experimental investigation., , и . FDG, стр. 364-367. Society for the Advancement of the Science of Digital Games, (2013)Predicting Consumer Responses to a Chatbot on Facebook., , , и . Cyberpsychology Behav. Soc. Netw., 21 (8): 491-497 (2018)Bridging behavior science and gaming theory: Using the Intervention Mapping Protocol to design a serious game against cyberbullying., , , , , , , , , и 1 other автор(ы). Comput. Hum. Behav., (2016)Exposure to cyberbullying as a bystander: An investigation of desensitization effects among early adolescents., , , , и . Comput. Hum. Behav., (2016)Putting Brands into Play: How Player Experiences Influence the Effectiveness of In-Game Advertising., и . DiGRA Conference, Digital Games Research Association, (2011)Characterising and Measuring User Experiences in Digital Games, , , , и . (2007)