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Marcello A. Gómez Maureira
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- affiliation: Leiden University, LIACS Media Technology
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2020 – today
- 2024
- [i1]Giulio Barbero, Marcello A. Gómez Maureira, Felienne F. J. Hermans:
Computational Thinking through Design Patterns in Video Games. CoRR abs/2407.03860 (2024) - 2023
- [c22]Vincent L. Prins, Jelmer Prins, Mike Preuss, Marcello A. Gómez Maureira:
StoryWorld: Procedural Quest Generation Rooted in Variety & Believability. FDG 2023: 44:1-44:4 - [c21]Suzan Al-Nassar, Anthonie Schaap, Michael Van Der Zwart, Mike Preuss, Marcello A. Gómez Maureira:
QuestVille: Procedural Quest Generation Using NLP Models. FDG 2023: 50:1-50:4 - [c20]Cania Antariksa, Céline Besse, Thomas De Bruijn, Brandon Kroes, Lennard Schaap, Elze De Vink, Judith Schomaker, Marcello A. Gómez Maureira:
Modifying a Game to Study the Impact of an Hostile Environments on Foraging Behavior. FDG 2023: 55:1-55:4 - 2022
- [c19]Marcello A. Gómez Maureira, Max J. van Duijn, Carolien Rieffe, Aske Plaat:
Academic Games - Mapping the Use of Video Games in Research Contexts. FDG 2022: 4:1-4:10 - [c18]Jiaqi Li, Sotirios Piliouras, Semma Raadschelders, Vivian Imani Dap, Claudia Alessandra Libbi, Marcello A. Gómez Maureira:
Through Troubled Waters: A Narrative Game for Anger Regulation. ICEC 2022: 185-199 - 2021
- [j4]Isabelle Kniestedt, Marcello A. Gómez Maureira, Iulia Lefter, Stephan G. Lukosch, Frances M. T. Brazier:
Dive Deeper: Empirical Analysis of Game Mechanics and Perceived Value in Serious Games. Proc. ACM Hum. Comput. Interact. 5(CHI PLAY): 236:1-236:25 (2021) - [j3]Marcello A. Gómez Maureira, Isabelle Kniestedt, Max J. van Duijn, Carolien Rieffe, Aske Plaat:
Level Design Patterns That Invoke Curiosity-Driven Exploration: An Empirical Study Across Multiple Conditions. Proc. ACM Hum. Comput. Interact. 5(CHI PLAY): 271:1-271:32 (2021) - 2020
- [c17]Marcello A. Gómez Maureira, Isabelle Kniestedt, Sandra Dingli, Danielle M. Farrugia, Björn Berg Marklund:
CURIO 2.0: A Local Network Multiplayer Game Kit to Encourage Inquisitive Mindsets. FDG 2020: 76:1-76:10 - [c16]Marcello A. Gómez Maureira, Giulio Barbero, Maria Freese, Mike Preuss:
Towards a Taxonomy of AI in Hybrid Board Games. FDG 2020: 105:1-105:6 - [c15]Giulio Barbero, Marcello A. Gómez Maureira, Felienne F. J. Hermans:
Computational Thinking through Design Patterns in Video Games. FDG 2020: 111:1-111:4 - [c14]Jeannette Shijie Ma, Marcello A. Gómez Maureira, Jan N. van Rijn:
Eating Sound Dataset for 20 Food Types and Sound Classification Using Convolutional Neural Networks. ICMI Companion 2020: 348-351
2010 – 2019
- 2019
- [j2]Marcello A. Gómez Maureira, Isabelle Kniestedt:
Exploring video games that invoke curiosity. Entertain. Comput. 32 (2019) - [c13]Marcello A. Gómez Maureira, Isabelle Kniestedt, Max J. van Duijn, Carolien Rieffe, Aske Plaat:
Shinobi Valley: Studying Curiosity For Virtual Spatial Exploration Through A Video Game. CHI PLAY (Companion) 2019: 421-428 - 2018
- [c12]Stefano Gualeni, Marcello A. Gómez Maureira:
Self-transformative effects of designing videogames and the challenge of capturing them quantitatively: a case study. FDG 2018: 40:1-40:4 - [c11]Marcello A. Gómez Maureira:
CURIO: a game-based learning toolkit for fostering curiosity. FDG 2018: 59:1-59:6 - [c10]Marcello A. Gómez Maureira, Isabelle Kniestedt:
Games that Make Curious: An Exploratory Survey into Digital Games that Invoke Curiosity. ICEC 2018: 76-89 - 2017
- [c9]Isabelle Kniestedt, Elizabeth Camilleri, Marcello A. Gómez Maureira:
Including Non-gamers: A Case Study Comparing Touch and Motion Input in a 3D Game for Research. ACE 2017: 202-218 - [c8]Marta Clavero Jiménez, Amanda M. S. James, Marcello A. Gómez Maureira, Isabelle Kniestedt:
Dreadful Virtualities: A Comparative Case Study of Player Responses to a Horror Game in Virtual Reality and Flat Screen. ACE 2017: 239-260 - [c7]Suzanne de Kock, Marcello A. Gómez Maureira:
Heritage Hunt: Developing a Role-Playing Game for Heritage Museums. ACE 2017: 543-556 - 2016
- [c6]Marcello A. Gómez Maureira, Fons J. Verbeek:
The Impact of Co-Located Play on Social Presence and Game Experience in a VR Game. DiGRA/FDG 2016 - [c5]Isabelle Kniestedt, Marcello A. Gómez Maureira:
Little Fitness Dragon: A Gamified Activity Tracker. ICEC 2016: 205-210 - 2015
- [c4]Marcello A. Gómez Maureira, Lisa E. Rombout, Livia Teernstra, Imara C. T. M. Speek, Joost Broekens:
The influence of subliminal visual primes on player affect in a horror computer game. ACII 2015: 705-711 - [c3]Dirk P. Janssen, Luis Garcia Rosario, Marcello A. Gómez Maureira, Gerben Beijneveld:
Sensors at Play: A biometric framework for game developers and game users. FDG 2015 - [c2]Marcello A. Gómez Maureira, Lisa E. Rombout:
The Vocal Range of Movies - Sonifying Gender Representation in Film. ICEC 2015: 545-550 - 2014
- [j1]Marcello A. Gómez Maureira, Michelle Westerlaken, Dirk P. Janssen, Stefano Gualeni, Licia Calvi:
Improving level design through game user research: A comparison of methodologies. Entertain. Comput. 5(4): 463-473 (2014) - 2013
- [c1]Marcello Andres Gómez Maureira, Dirk P. Janssen, Stefano Gualeni, Michelle Westerlaken, Licia Calvi:
Comparing Game User Research Methodologies for the Improvement of Level Design in a 2-D Platformer. Advances in Computer Entertainment 2013: 77-92
Coauthor Index
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last updated on 2024-08-08 20:16 CEST by the dblp team
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