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Why Girls Play Video Games: a Gender-Comparative Study into the Motivations for and Attitudes towards Playing Video Games
(2010) -
Player Identification in Online Games: Validation of a Scale for Measuring Identification in MMORPGs
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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
- C3
- open access
Playing a Self: an Exploration into the Effect of Avatar Identification on Gamer Ratings of Self, Ideal Self and Avatar Personality in MMORPGs
(2010) -
The spatial and social context of television-viewing adolescents
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- Conference Paper
- C1
- open access
'/Y WoW': een exploratief onderzoek naar de motivaties voor het spelen van MMORPG's bij 1691 World of Warcraft spelers
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Harnessing implicit and explicit user feedback for the evaluation of a Facebook application
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Adolescents' New Media Literacy in Flanders
(2010) -
Youngsters and their mediated bedrooms: a sociodemographic analysis of differences in ownernship and use of new information technologies
(2010) p.207-214 -
- Journal Article
- A2
- open access
Adolescents' New Media Literacy in Flanders (Belgium)