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Playful-Consumption Experience and Consumer Videogame Engagement in the Lens of S-R Model: An Empirical Study., , , , и . HCI (30), том 11595 из Lecture Notes in Computer Science, стр. 85-104. Springer, (2019)In-Game Virtual Consumption and Online Video Game Addiction: A Conceptual Model., , , и . HCI (28), том 12789 из Lecture Notes in Computer Science, стр. 210-218. Springer, (2021)Serious video games and psychological support: A depression intervention among young cancer patients., , , , , , и . Entertain. Comput., (2022)The Role of Personality Factors Influencing Consumer Video Game Engagement in Young Adults: A Study on Generic Games., , , , , и . IEEE Access, (2021)Modeling the customer satisfaction function: a two-country comparison.. Electron. Mark., 28 (2): 163-175 (2018)A Revisit of the Measurements on Engagement in Videogames: A New Scale Development., , и . ICEC, том 9926 из Lecture Notes in Computer Science, стр. 247-252. Springer, (2016)Playful-Consumption Experience in Digital Game Playing: A Scale Development., , и . ICEC, том 10507 из Lecture Notes in Computer Science, стр. 290-296. Springer, (2017)Modeling Consumers' Observational Learning in Digital Gaming: A Conceptual Model., , , и . JCSG, том 11243 из Lecture Notes in Computer Science, стр. 159-168. Springer, (2018)How Engagement with Gamified Applications Impacts Quality of Life: A Conceptual Model., , , , , и . HCI (43), том 13097 из Lecture Notes in Computer Science, стр. 3-10. Springer, (2021)Customer Inspiration via Advertising Value of Pop-Up Ads in Online Games., , , , , и . HCI (31), том 12211 из Lecture Notes in Computer Science, стр. 251-259. Springer, (2020)