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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.

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

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Perceived realism in shooting games: Towards scale validation., , , und . Computers in Human Behavior, (2016)Perceived Digital Game Realism: A Quantitative Exploration of its Structure., und . Presence, 19 (6): 585-600 (2010)The efficacy of the Friendly Attac serious digital game to promote prosocial bystander behavior in cyberbullying among young adolescents: A cluster-randomized controlled trial., , , , , , , , , und 5 andere Autor(en). Computers in Human Behavior, (2018)Bridging behavior science and gaming theory: Using the Intervention Mapping Protocol to design a serious game against cyberbullying., , , , , , , , , und 1 andere Autor(en). Computers in Human Behavior, (2016)Exploring Deep Content in Physical Rehabilitation Games., , und . ICEC, Volume 9353 von Lecture Notes in Computer Science, Seite 433-438. Springer, (2015)How male young adults construe their playing style in violent video games., und . New Media & Society, 17 (10): 1624-1642 (2015)Adapting the Principles of Ludology to the Method of Video Game Content Analysis.. Game Studies, (2007)The enjoyment of shooting games: Exploring the role of perceived realism., , , und . Computers in Human Behavior, (2018)The Female Player Does Not Exist: Gender Identity Relates to Differences in Player Motivations and Play Styles., , und . Cyberpsy., Behavior, and Soc. Networking, 15 (11): 634-638 (2012)