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Hakoniwa: Enhancing Physical Gamification using Miniature Garden Elements.

, , , and . MindTrek, page 117-127. ACM, (2021)

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AmbiPlant - Ambient Feedback for Digital Media through Actuated Plants., , , , , , and . CHI Extended Abstracts, page 1-9. ACM, (2020)Hakoniwa: Enhancing Physical Gamification using Miniature Garden Elements., , , and . MindTrek, page 117-127. ACM, (2021)Towards Predicting Hexad User Types from Smartphone Data., , , and . CHI PLAY (Companion), page 315-322. ACM, (2019)FamilyFlower: an Artifical Flower to Foster Distant Family Connections., , , , , and . MUM, page 204-207. ACM, (2021)Faster, Harder? Investigating the Impact of Changing Background Music Speed on Gameplay Performance and Player Experience in an Endless Runner Game., , , and . CHI PLAY (Companion), page 114-119. ACM, (2023)Äbsolute or Relative?" - Exploring the Choice Between Leaderboard Types in an Image Tagging Task., , , , and . CHI PLAY, page 63-69. ACM, (2022)Gamified Ads: Bridging the Gap Between User Enjoyment and the Effectiveness of Online Ads., , , , , and . CHI, page 182. ACM, (2019)EcoMeal: Gamified Eco-Feedback of Food Consumption using a Virtual Garden., , , , and . CHI PLAY (Companion), page 43-49. ACM, (2024)Like It or Not: Exploring the Impact of (Dis)liked Background Music on Player Behavior and Experience., , , and . Proc. ACM Hum. Comput. Interact., 8 (CHI): 1-19 (2024)Eating Ads With a Monster: Introducing a Gamified Ad Blocker., , , , , and . CHI Extended Abstracts, ACM, (2019)