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Spaz! The Effects of Local Latency on Player Actions in a Desktop-Based Exergame.

, , , , , , and . IEEE Trans. Games, 14 (4): 623-631 (2022)

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Authoring on top of a Learning Object Repository: the GALATEA-ARIADNE case, , , , , , and . Proceedings of the 3rd european conference on e-learning 2004, page 217-224. Academic Conferences Limited, (2004)Do Not Disturb: Psychophysiological Correlates of Boredom, Flow and Frustration During VR Gaming., , , , , , , , , and . HCI (15), volume 10915 of Lecture Notes in Computer Science, page 101-119. Springer, (2018)Playing in School or at Home? An Exploration of the Effects of Context on Educational Game Experience, , , and . Electronic Journal of e-Learning, 10 (2): 199-208 (2012)The development of a free stereopsis test for active shutter displays., and . QoMEX, page 26-27. IEEE, (2013)Doing It Themselves! A Mixed-Method Study into the Motivations of Players to 'Create' in the Context of Gaming., , and . DiGRA Conference, Digital Games Research Association, (2011)Playing under threat. Examining stereotype threat in female game players., , , , and . Comput. Hum. Behav., (2016)Learning to Play, Playing to Learn: Comparing the Experiences of Adult Foreign Language Learners with Off-the-Shelf and Specialized Games for Learning German., , and . Int. J. Game Based Learn., 3 (2): 22-35 (2013)You Are What You Play? A Quantitative Study into Game Design Preferences across Gender and Their Interaction with Gaming Habits., , , and . DiGRA Conference, Digital Games Research Association, (2011)Fanboys, competers, escapists and time-killers: a typology based on gamers' motivations for playing video games., , , and . DIMEA, volume 349 of ACM International Conference Proceeding Series, page 46-50. ACM, (2008)Spaz! The Effects of Local Latency on Player Actions in a Desktop-Based Exergame., , , , , , and . IEEE Trans. Games, 14 (4): 623-631 (2022)