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Gaming Mindsets: Implicit Theories in Serious Game Learning.

, , , and . Cyberpsy., Behavior, and Soc. Networking, 15 (4): 190-194 (2012)

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A Stress Evaluation and Personal Relaxation System Based on Measurement of Photoplethysmography., , , and . RVSP, page 182-185. IEEE Computer Society, (2013)Time-Frequency Analysis of EEGs Recorded during Meditation., , , and . RVSP, page 73-76. IEEE Computer Society, (2011)Mitigating bias blind spot via a serious video game., , , , , , , , , and 2 other author(s). Computers in Human Behavior, (2016)The Effects of Avatars' Age on Older Adults' Self-Disclosure and Trust., , and . Cyberpsy., Behavior, and Soc. Networking, 21 (3): 173-178 (2018)The bystander effect in cyberbullying on social network sites: Anonymity, group size, and intervention intentions., and . Telematics and Informatics, (2019)Social Contributors and Consequences of Habitual and Compulsive Game Play., , and . IJTHI, 11 (3): 17-34 (2015)Does Digital Game Interactivity Always Promote Self-Efficacy?. Cyberpsy., Behavior, and Soc. Networking, 18 (11): 669-673 (2015)Does slacktivism hurt activism?: the effects of moral balancing and consistency in online activism., and . CHI, page 811-820. ACM, (2013)Building common ground and reciprocity through social network games., , , and . CHI Extended Abstracts, page 4423-4428. ACM, (2010)Are Good Games Also Good Problems?: Content Analysis of Problem Types and Learning Principles in Environmental Education Games.. Int. J. Game Based Learn., 3 (4): 47-61 (2013)