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Johanna Pirker

Biographic Data

ID7716919
NAMEJohanna Pirker
GIVEN NAMESJohanna
FAMILY NAMEPirker
SIGNATUREPIRKER J
AFFILIATIONSGraz University of Technology
ORCID0000-0002-0336-0592
VERIFIEDYes
TOTAL WORKS3
TOTAL CITATIONS0
AUTHOR COUNT3
EDITOR COUNT0
FIRST PUBLICATION YEAR2018
LATEST PUBLICATION YEAR2025
H-INDEX0
  • VRTeaching

    Open Access•Florian Glawogger, Marilyn Holly et al.•ARTICLE•Frontiers in Education•2025

    Introduction Remote teaching often feels unnatural and restricted compared to on-site lectures, as traditional teaching aids are reduced to a 2D interface. The increasing adoption of VR expands online teaching platforms by offering new possibilities for educational content and enables teachers to teach more intuitively. While the potential of virtual reality (VR) for learners is well-investigated in the academic literature, VR tools for educators…

  • Shaping the Future of Games in Society

    Lennart E Nacke, Lennart Nacke et al.•ARTICLE•interactions•2025

    This forum features game-practitioner perspectives on the interaction design process, techniques, and evaluation involved in creating playful experiences. We focus on how technology advancement, infrastructure, and constraints shape the player experience. --- Pejman Mirza-Babaei, Editor

  • Social Network Analysis in Games User Research

    Johanna Pirker•BOOK•Games User Research•2018

    This chapter is an introduction to social network analysis with a focus in the context of player and in-game data. An overview of the key elements for network analysis is presented along with a discussion of the possibilities that can be realized through the use of networks and advice on using networks for Games User Research to understand player behaviour in a social context.

No prominent works on this page.

  • Social Network Analysis in Games User Research

    Johanna Pirker•BOOK•Games User Research•2018

    This chapter is an introduction to social network analysis with a focus in the context of player and in-game data. An overview of the key elements for network analysis is presented along with a discussion of the possibilities that can be realized through the use of networks and advice on using networks for Games User Research to understand player behaviour in a social context.

  • VRTeaching

    Open Access•Florian Glawogger, Marilyn Holly et al.•ARTICLE•Frontiers in Education•2025

    Introduction Remote teaching often feels unnatural and restricted compared to on-site lectures, as traditional teaching aids are reduced to a 2D interface. The increasing adoption of VR expands online teaching platforms by offering new possibilities for educational content and enables teachers to teach more intuitively. While the potential of virtual reality (VR) for learners is well-investigated in the academic literature, VR tools for educators…

  • Shaping the Future of Games in Society

    Lennart E Nacke, Lennart Nacke et al.•ARTICLE•interactions•2025

    This forum features game-practitioner perspectives on the interaction design process, techniques, and evaluation involved in creating playful experiences. We focus on how technology advancement, infrastructure, and constraints shape the player experience. --- Pejman Mirza-Babaei, Editor

Computer Science (3 works) · Human–computer interaction (3 works) · Computer security (1 works) · Context (archaeology) (1 works) · Data science (1 works) · Digital Games and Media (1 works) · Educational Games and Gamification (1 works) · Engineering (1 works) · Engineering ethics (1 works) · Evolutionary Game Theory and Cooperation (1 works)

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