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Have a Break: Raising the Self-Awareness of Gamers About Long Gaming Sessions Using an Ambient Tangible Device.

Rosanne BloemraadNoortje BoekenoogenJoost van den BroekMaxine PalmenGünter WallnerRegina Bernhaupt
Published in: CHI PLAY (Companion) (2020)
Keyphrases
  • game play
  • ambient intelligence
  • educational games
  • online game
  • augmented reality
  • computer games
  • long sequences
  • database
  • genetic algorithm
  • information systems
  • virtual environment