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Bridging behavior science and gaming theory : using the Intervention Mapping Protocol to design a serious game against cyberbullying

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Keywords
Cyberbullying, Serious game, Bystanders, Adolescence, Intervention Mapping, HEALTHY LIFE-STYLE, ADOLESCENTS, STUDENTS, METAANALYSIS, BYSTANDERS, VICTIMS, SCHOOL, IMPLEMENTATION, VICTIMIZATION, PREVALENCE

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Citation

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MLA
DeSmet, Ann et al. “Bridging Behavior Science and Gaming Theory : Using the Intervention Mapping Protocol to Design a Serious Game Against Cyberbullying.” COMPUTERS IN HUMAN BEHAVIOR 56 (2016): 337–351. Print.
APA
DeSmet, A., Van Cleemput, K., Bastiaensens, S., Poels, K., Vandebosch, H., Malliet, S., Verloigne, M., et al. (2016). Bridging behavior science and gaming theory : using the Intervention Mapping Protocol to design a serious game against cyberbullying. COMPUTERS IN HUMAN BEHAVIOR, 56, 337–351.
Chicago author-date
DeSmet, Ann, Katrien Van Cleemput, Sara Bastiaensens, Karolien Poels, Heidi Vandebosch, Steven Malliet, Maïté Verloigne, et al. 2016. “Bridging Behavior Science and Gaming Theory : Using the Intervention Mapping Protocol to Design a Serious Game Against Cyberbullying.” Computers in Human Behavior 56: 337–351.
Chicago author-date (all authors)
DeSmet, Ann, Katrien Van Cleemput, Sara Bastiaensens, Karolien Poels, Heidi Vandebosch, Steven Malliet, Maïté Verloigne, Griet Vanwolleghem, Lieze Mertens, Greet Cardon, and Ilse De Bourdeaudhuij. 2016. “Bridging Behavior Science and Gaming Theory : Using the Intervention Mapping Protocol to Design a Serious Game Against Cyberbullying.” Computers in Human Behavior 56: 337–351.
Vancouver
1.
DeSmet A, Van Cleemput K, Bastiaensens S, Poels K, Vandebosch H, Malliet S, et al. Bridging behavior science and gaming theory : using the Intervention Mapping Protocol to design a serious game against cyberbullying. COMPUTERS IN HUMAN BEHAVIOR. 2016;56:337–51.
IEEE
[1]
A. DeSmet et al., “Bridging behavior science and gaming theory : using the Intervention Mapping Protocol to design a serious game against cyberbullying,” COMPUTERS IN HUMAN BEHAVIOR, vol. 56, pp. 337–351, 2016.
@article{7002413,
  author       = {DeSmet, Ann and Van Cleemput, Katrien and Bastiaensens, Sara and Poels, Karolien and Vandebosch, Heidi and Malliet, Steven and Verloigne, Maïté and Vanwolleghem, Griet and Mertens, Lieze and Cardon, Greet and De Bourdeaudhuij, Ilse},
  issn         = {0747-5632},
  journal      = {COMPUTERS IN HUMAN BEHAVIOR},
  keywords     = {Cyberbullying,Serious game,Bystanders,Adolescence,Intervention Mapping,HEALTHY LIFE-STYLE,ADOLESCENTS,STUDENTS,METAANALYSIS,BYSTANDERS,VICTIMS,SCHOOL,IMPLEMENTATION,VICTIMIZATION,PREVALENCE},
  language     = {eng},
  pages        = {337--351},
  title        = {Bridging behavior science and gaming theory : using the Intervention Mapping Protocol to design a serious game against cyberbullying},
  url          = {http://dx.doi.org/10.1016/j.chb.2015.11.039},
  volume       = {56},
  year         = {2016},
}

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