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Playing to beat the blues: Linguistic agency and message causality effects on use of mental health games application.

, and . Comput. Hum. Behav., (2017)

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Playing to beat the blues: Linguistic agency and message causality effects on use of mental health games application., and . Comput. Hum. Behav., (2017)Theoretical and empirical study of particle swarms with additive stochasticity and different recombination operators.. GECCO, page 95-102. ACM, (2008)Game Perspective-Taking Effects on Players' Behavioral Intention, Attitudes, Subjective Norms, and Self-Efficacy to Help Immigrants: The Case of "Papers, Please"., , , and . Cyberpsychology Behav. Soc. Netw., 21 (11): 687-693 (2018)With great power comes great responsibility: Superhero primes and expansive poses influence prosocial behavior after a motion-controlled game task., and . Comput. Hum. Behav., (2017)Effects of Human vs. Computer-Controlled Characters and Social Identity Cues on Enjoyment., , , , , , , and . J. Media Psychol. Theor. Methods Appl., (2019)The Construction of Away Messages: A Speech Act Analysis., , and . J. Comput. Mediat. Commun., 11 (4): 1025-1045 (2006)Conformist Transmission and the Evolution of Cooperation.. ALIFE, page 458-465. MIT Press, (2008)Evolutionary Graph Models with Dynamic Topologies on the Ubichip., , and . ICES, volume 5216 of Lecture Notes in Computer Science, page 59-70. Springer, (2008)Equity, relational maintenance, and linguistic features of text messaging., and . Comput. Hum. Behav., (2015)The symmetric equilibria of symmetric voter participation games with complete information., and . Games Econ. Behav., (2016)