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Anna Lisa Martin-Niedecken

Biographic Data

ID1846205
NAMEAnna Lisa Martin-Niedecken
GIVEN NAMESAnna Lisa
FAMILY NAMEMartin-Niedecken
SIGNATUREMARTIN-NIEDECKEN A L
AFFILIATIONSZurich University of the Arts
VERIFIEDNo
TOTAL WORKS3
TOTAL CITATIONS4
AUTHOR COUNT3
EDITOR COUNT0
FIRST PUBLICATION YEAR2018
LATEST PUBLICATION YEAR2022
H-INDEX1
  • Esports meets human-computer interaction

    Open Access•Simone Kriglstein, Anna Lisa Martin-Niedecken et al.•ARTICLE•interactions•2022

    people's leisure activities and to the sporting industry, which had to cancel or postpone many events. Platforms such as Twitch and YouTube allow esports fans to be esports event spectators in a manner that can be highly interactive, with livestreaming data Such events are viewed by tens of millions of people, with some events offering prize money exceeding that of major traditional sporting events

  • Physical Activity and Health Promotion in Esports and Gaming-Discussing Unique Opportunities for an Unprecedented Cultural Phenomenon

    Open Access•Sascha Ketelhut, Anna Lisa Martin-Niedecken et al.•ARTICLE•Frontiers in Sports and Active…•2021•Cited by: 4•References: 63

    Due to long periods of sedentary behavior, and unhealthy diets gamers and esports players are at risk for numerous chronic diseases and all-cause mortality. Health research has started addressing the public health implications of the esports phenomenon, drawing a bleak picture of this megatrend. However, instead of just highlighting adverse public health implications of this trend, it is recommended to become involved in this phenomenon and posit…

  • Body-centric computing

    Open Access•Florian Mueller, Florian "Floyd" Mueller et al.•ARTICLE•interactions•2018

    Not available

  • Physical Activity and Health Promotion in Esports and Gaming-Discussing Unique Opportunities for an Unprecedented Cultural Phenomenon

    Open Access•Sascha Ketelhut, Anna Lisa Martin-Niedecken et al.•ARTICLE•Frontiers in Sports and Active…•2021•Cited by: 4•References: 63

    Due to long periods of sedentary behavior, and unhealthy diets gamers and esports players are at risk for numerous chronic diseases and all-cause mortality. Health research has started addressing the public health implications of the esports phenomenon, drawing a bleak picture of this megatrend. However, instead of just highlighting adverse public health implications of this trend, it is recommended to become involved in this phenomenon and posit…

  • Body-centric computing

    Open Access•Florian Mueller, Florian "Floyd" Mueller et al.•ARTICLE•interactions•2018

    Not available

  • Physical Activity and Health Promotion in Esports and Gaming-Discussing Unique Opportunities for an Unprecedented Cultural Phenomenon

    Open Access•Sascha Ketelhut, Anna Lisa Martin-Niedecken et al.•ARTICLE•Frontiers in Sports and Active…•2021•Cited by: 4•References: 63

    Due to long periods of sedentary behavior, and unhealthy diets gamers and esports players are at risk for numerous chronic diseases and all-cause mortality. Health research has started addressing the public health implications of the esports phenomenon, drawing a bleak picture of this megatrend. However, instead of just highlighting adverse public health implications of this trend, it is recommended to become involved in this phenomenon and posit…

  • Esports meets human-computer interaction

    Open Access•Simone Kriglstein, Anna Lisa Martin-Niedecken et al.•ARTICLE•interactions•2022

    people's leisure activities and to the sporting industry, which had to cancel or postpone many events. Platforms such as Twitch and YouTube allow esports fans to be esports event spectators in a manner that can be highly interactive, with livestreaming data Such events are viewed by tens of millions of people, with some events offering prize money exceeding that of major traditional sporting events

Innovative Human-Technology Interaction (3 works) · Citation (2 works) · Computer Science (2 works) · Digital Games and Media (2 works) · Engineering (2 works) · Impact of Technology on Adolescents (2 works) · Library science (2 works) · Archaeology (1 works) · Art (1 works) · Art history (1 works)

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