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The efficacy of the Friendly Attac serious digital game to promote prosocial bystander behavior in cyberbullying among young adolescents: A cluster-randomized controlled trial.

, , , , , , , , , , , , , , and . Computers in Human Behavior, (2018)

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Virtual Touch Sensations in an Online Shopping Context: An Experimental Approach., and . ACII, page 798-801. IEEE Computer Society, (2013)"Thinking before posting?" Reducing cyber harassment on social networking sites through a reflective message., , , and . Computers in Human Behavior, (2017)Determinants of Self-Reported Bystander Behavior in Cyberbullying Incidents Amongst Adolescents., , , , , , and . Cyberpsy., Behavior, and Soc. Networking, 17 (4): 207-215 (2014)Help, I Am Losing Control! Examining the Reporting of Sexual Harassment by Adolescents to Social Networking Sites., , and . Cyberpsy., Behavior, and Soc. Networking, 19 (1): 16-22 (2016)"It is always a lot of fun!": exploring dimensions of digital game experience using focus group methodology., , and . Future Play, page 83-89. ACM, (2007)Where everybody knows your game: the appeal and function of game cafés in western Europe., , , and . Advances in Computer Entertainment Technology, volume 422 of ACM International Conference Proceeding Series, page 28-35. ACM, (2009)Cyberbullying on social network sites. An experimental study into bystanders' behavioural intentions to help the victim or reinforce the bully., , , , , and . Computers in Human Behavior, (2014)The impact of social setting on the recall and recognition of in-game advertising., and . Computers in Human Behavior, (2015)Secondary school educators' perceptions and practices in handling cyberbullying among adolescents: A cluster analysis., , , , , , , and . Computers & Education, (2015)"Do you like cookies?" Adolescents' skeptical processing of retargeted Facebook-ads and the moderating role of privacy concern and a textual debriefing., , , and . Computers in Human Behavior, (2017)