Andreas Lieberoth
Andreas Lieberoth
assistant professor, Aarhus University
Zweryfikowany adres z - Strona główna
Cytowane przez
Cytowane przez
Shallow gamification: Testing psychological effects of framing an activity as a game
A Lieberoth
Games and Culture 10 (3), 229-248, 2015
A weak scientific basis for gaming disorder: Let us err on the side of caution
AJ Van Rooij, CJ Ferguson, M Colder Carras, D Kardefelt-Winther, J Shi, ...
Journal of behavioral addictions 7 (1), 1-9, 2018
The effect of points and audio on concentration, engagement, enjoyment, learning, motivation, and classroom dynamics using Kahoot
AI Wang, A Lieberoth
European Conference on Games Based Learning 20, 2016
Exploring the quantum speed limit with computer games
JJWH Sørensen, MK Pedersen, M Munch, P Haikka, JH Jensen, T Planke, ...
Nature 532 (7598), 210-213, 2016
Ten considerations for effectively managing the COVID-19 transition
KB Habersaat, C Betsch, M Danchin, CR Sunstein, R Böhm, A Falk, ...
Nature human behaviour 4 (7), 677-687, 2020
We will eat disgusting foods together–Evidence of the normative basis of Western entomophagy-disgust from an insect tasting
NH Jensen, A Lieberoth
Food Quality and Preference 72, 109-115, 2019
Similarity of social information processes in games and rituals: Magical interfaces
JT Harviainen, A Lieberoth
Simulation & Gaming 43 (4), 528-549, 2012
Getting humans to do quantum optimization-user acquisition, engagement and early results from the citizen cyberscience game Quantum Moves
A Lieberoth, MK Pedersen, AC Marin, T Planke, JF Sherson
arXiv preprint arXiv:1506.08761, 2015
Can cooperative video games encourage social and motivational inclusion of at‐risk students?
T Hanghøj, A Lieberoth, M Misfeldt
British Journal of Educational Technology 49 (4), 775-799, 2018
DiffGame: Game-based mathematics learning for physics
MK Pedersen, A Svenningsen, NB Dohn, A Lieberoth, J Sherson
Procedia-Social and Behavioral Sciences 228, 316-322, 2016
Selective psychological effects of nudging, gamification and rational information in converting commuters from cars to buses: A controlled field experiment
A Lieberoth, N Holm, T Bredahl
Elsevier Ltd, 2018
Mixed methods in game research: playing on strengths and countering weaknesses
A Lieberoth, A Roepstorff
Game research methods, 271-289, 2015
Virtual learning environment for interactive engagement with advanced quantum mechanics
MK Pedersen, B Skyum, R Heck, R Müller, M Bason, A Lieberoth, ...
Physical Review Physics Education Research 12 (1), 013102, 2016
Who is the most stressed during COVID-19 isolation? Data from 27 countries
M Kowal, T Coll-Martín, G Ikizer, J Rasmussen, K Eichel, A Studzinska, ...
PsyArXiv, 2020
A weak scientific basis for gaming disorder: Let us err on the side of caution
AJ Von Rooji, CJ Ferguson, MC Carras, D Kardefelt-Winther, S Jing, ...
Journal of Behavioral Addictions 7 (1), 2018
Play or science?: a study of learning and framing in crowdscience games
A Lieberoth, MK Pedersen, J Sherson
arXiv preprint arXiv:1510.06841, 2015
Who is the most stressed during the covid‐19 pandemic? Data from 26 countries and areas
M Kowal, T Coll‐Martín, G Ikizer, J Rasmussen, K Eichel, A Studzińska, ...
Applied Psychology: Health and Well‐Being 12 (4), 946-966, 2020
Psychology and role-playing games
SL Bowman, A Lieberoth
Role-Playing Game Studies: Transmedia Foundations, 245-264, 2018
Religion and the emergence of human imagination
A Lieberoth
Origins of religion, cognition and culture, London, Equinox, 2013
Stress and worry in the 2020 coronavirus pandemic: relationships to trust and compliance with preventive measures across 48 countries in the COVIDiSTRESS global survey
A Lieberoth, SY Lin, S Stöckli, H Han, M Kowal, R Gelpi, S Chrona, ...
Royal Society Open Science 8 (2), 200589, 2021
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