Hits 31-40 within 62 documents
The persuasive roles of digital games: the case of cancer games [journal article]
Source: Media and Communication, 6 (2018) 2. p.103-111
Potenziale und Fallstricke bei der spielerischen Kontextualisierung von Lernangeboten [collection article]
Source: W. Bertelsmann Verlag, 2011
Avatars and computer-mediated communication: a review of the definitions, uses, and effects of digital representations [journal article]
Source: Review of Communication Research, 6 (2018). p.30-53
Die Abhängigkeit der Videospieler vom Lesen [collection article]
Source: East West Association for Advanced Studies and Higher Education, 2017
Aggression and Preference for First-Person Shooter and Action Games: Data From a Large-Scale Survey of German Gamers Aged 14 and Above [journal article]
Source: Communication Research Reports, 31 (2014) 2. p.183-196
Enter the Matrix: Does Self-Activation Really Matter for Aggressiveness After Violence Exposure? [journal article]
Source: Psychology of Popular Media Culture, 8 (2019) 4. p.444-453
Press CRTT to measure aggressive behavior: the unstandardized use of the competitive reaction time task in aggression research [journal article]
Source: Psychological Assessment, 26 (2014) 2. p.419-432
More Than Stories With Buttons: Narrative, Mechanics, and Context as Determinants of Player Experience in Digital Games [journal article]
Source: Journal of Communication, 64 (2014) 3. p.521-542
Gewalt im Computerspiel: Facetten eines Vergnügens [monograph]
Source: transcript Verlag, 2016
(Kultur und soziale Praxis)
Lernen mit Web 2.0: Zukunftschance für die Erwachsenenbildung [journal article]
Source: Erwachsenenbildung : Vierteljahresschrift für Theorie und Praxis, 57 (2011) 2. p.80-81