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(What) can journalism studies learn from supervised machine learning?
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- Journal Article
- A1
- open access
News diversity reconsidered : a systematic literature review unraveling the diversity in conceptualizations
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- Journal Article
- A1
- open access
Exploring the effect of in-game purchases on mobile game use with smartphone trace data
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- Book Chapter
- open access
News diversity and recommendation systems : setting the interdisciplinary scene
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News diversity reconsidered: towards a positioning framework for news diversity in the digital era
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Promoting news diversity : an interdisciplinary investigation into algorithmic design, personalization and the public interest
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- Book Chapter
- open access
Envisioning the other : a grounded exploration of social roles in digital game play
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Validating the digital games motivation scale for comparative research between countries
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- Conference Paper
- C3
- open access
A practices approach to mediated social relation maintenance behavior
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- Conference Paper
- C3
- open access
Where has the news gone? A network approach to secondary gatekeeping on Twitter in The Netherlands and Belgium
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Validating the Digital Games Motivation Scale for comparative research between countries and sexes
(2016) -
Development and validation of an instrument for measuring individual motives for playing digital games
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Social media in times of neoliberalism : connective action or polarization of the public debate?
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How to be a gamer! Exploring personal and social indicators of gamer identity
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Young people at play: behaviors, motives and social structure
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Envisioning the other: a grounded exploration of social roles in digital game play
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Envisioning the other: a grounded exploration of social roles in digital game play
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- PhD Thesis
- open access
Youth, friendship, play: a communication-scientific inquiry into the game-related practices of young people
(2014) -
Youth, friendship, and gaming: a network perspective
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Walkthrough
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- Journal Article
- A1
- open access
The role of socio-spatial context in the habit-goal interface of audiovisual media consumption
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In pursuit of play: toward a social cognitive understanding of determinants of digital play
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- Journal Article
- A1
- open access
Student acceptance of tablet devices in secondary education: a three-wave longitudinal cross-lagged case study
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- Conference Paper
- C3
- open access
Avatar identification in serious games : the role of avatar identification in the learning experience of a serious game
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Development and validation of a social cognitive motivation scale for playing digital games
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’t Is maar een spel: GTA V is in het land: tijd voor een nieuw rondje morele paniekzaaierij?
(2013) De Standaard. -
Learning to play, playing to learn: comparing the experiences of adult foreign language learners with off-the-shelf and specialized games for learning German
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Push or pull? A longitudinal survey study on the acceptance of tablets in secondary education
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Acceptance of game-based learning by secondary school teachers
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Mobile learning in secondary education: perceptions and acceptance of tablets of teachers and pupils
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Tapping into the field of foreign language learning games
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Envisioning the other: a grounded exploration of social roles in digital game play
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The potential of digital games for empowerment of groups at risk of social and economic exclusion: evidence and opportunity for policy. [1] Report commissioned by the European Commission and prepared by the Institute for Prospective Technologies (IPTS) in collaboration with iMinds.
(2012) -
- Conference Paper
- C1
- open access
Poverty is not a game: behavioral changes and long term effects after playing PING
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Poverty is not a game: behavioral changes and long term effects after playing PING
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State of play of digital games for empowerment and inclusion: a review of the literature and empirical cases
(2012) -
Playing in school or at home? An exploration of the effects of context on educational game experience
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Digital games in the classroom? A contextual approach to teachers' adoption intention of digital games in formal education
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- Miscellaneous
- open access
Computerspellen in het onderwijs
(2011) -
- Conference Paper
- C3
- open access
Playing at school, learning at home? Exploring the effects of social context on educational game experience
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- Conference Paper
- C3
- open access
Evaluating the potential of game-based language learning: an experimental study into the playing and learning experiences of adult foreign language learners
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- Conference Paper
- P1
- open access
Playing in school or at home? An exploration of the effects of context on educational game experience
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- Conference Paper
- P1
- open access
Comparing the potential of commercial off-the-shelf and educational games video games for adult foreign language education: an experimental study
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- Conference Paper
- C1
- open access
Girls will be girls : a study into differences in game design preferences across gender and player types
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- Conference Paper
- C1
- open access
You are what you play?: a quantitative study into game design preferences across gender and their interaction with gaming habits
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- Conference Paper
- C1
- open access
'I play, therefore I learn?' Measuring the Evolution of Perceived Learning and Game Experience in the Design Flow of a Serious Game
(2010) p.1-32 -
- Conference Paper
- C3
- open access
Serious Games and the Pleasure of Learning: The Whys and How of a Serious Game about Poverty and Social Exclusion
(2010) -
- Conference Paper
- C1
- open access
Poverty Is Not a Game (PING): Demonstration of a Serious Game about the Experience of Being Poor
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- Book Chapter
- open access
Towards a Serious Game Experience Model: Validation, Extension and Adaptation of the GEQ for Use in an Educational Context
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- Conference Paper
- C1
- open access
Uncharted Waters? Exploring Experts’ Opinions on the Opportunities and Limitations of Serious Games for Foreign Language Learning.
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- Conference Paper
- P1
- open access
Playing in and with a foreign language : an expert survey on the potential of Serious Games for foreign language learning