publication venue for
- The role of motivation to change and mindsets in a game promoted for mental health. 35:100371-100371. 2020
- What keeps them motivated? Children’s views on an applied game for anxiety. 29:69-74. 2019
- An empirical comparison of first-person shooter information displays: HUDs, diegetic displays, and spatial representations. 26:41-58. 2018
- Mobile devices at the cinema theatre. 15:21-39. 2016
- Gamification and serious game approaches for adult literacy tablet software. 5:135-146. 2014
- An empirical evaluation of user interfaces for a mobile video game. 3:1-10. 2012