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The Friendly ATTAC game: an intervention aimed at the promotion of positive bystander behavior in cyberbullying among adolescents: examining the role of player experience and player behavior
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- Journal Article
- A1
- open access
Is participatory design associated with the effectiveness of serious digital games for healthy lifestyle promotion? : a meta-analysis
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The moderating role of healthy lifestyles in the relation between cyberbullying involvement and suicidal ideation among adolescents
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The efficacy of a serious game aimed at the promotion of positive bystander behavior in cyberbullying among adolescents: examining the role of player experience and player behavior
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Is participatory design associated with the effectiveness of serious digital games for healthy lifestyle promotion? : a meta-analysis
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The effectiveness of the Squire’s Quest II game intervention to increase home availability of fruit and vegetables
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The effectiveness of serious digital games for healthy lifestyle promotion
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Online peer support in cyberbullying: investigating online fora of youth helpline organisations
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Understanding adolescent bystander behavior in cyberbullying and the potential of serious digital games to promote prosocial behavior and other healthy lifestyles
(2015) -
Moderators of serious game effectiveness: the role of theory, behavior change techniques and co-design in serious digital games