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Promoting Healthy Adolescent Lifestyles Through Serious Games: Enacting a Multidisciplinary Approach.

, , , , , , and . Serious Games and Edutainment Applications, Springer, (2017)

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Do problematic and non-problematic video game players differ in extraversion, trait empathy, social capital and prosocial tendencies?, and . Comput. Hum. Behav., 29 (5): 1933-1940 (2013)The Avatar's new clothes: Understanding why players purchase non-functional items in free-to-play games., , , , , and . Comput. Hum. Behav., (2019)Remote Working Pre- and Post-COVID-19: An Analysis of New Threats and Risks to Security and Privacy., , , , , and . HCI (39), volume 1421 of Communications in Computer and Information Science, page 583-590. Springer, (2021)Socio-technical practices and work-home boundaries., , , , , and . Mobile HCI, page 581-584. ACM, (2014)Display Blindness?: Looking Again at the Visibility of Situated Displays using Eye-tracking., , and . CHI, page 3889-3898. ACM, (2015)Creativity in Citizen Cyberscience., , , , , , , , , and 3 other author(s). Hum. Comput., 3 (1): 181-204 (2016)Video Game Use and Cognitive Performance: Does It Vary with the Presence of Problematic Video Game Use?, and . Cyberpsychology Behav. Soc. Netw., 17 (3): 153-159 (2014)Human Cyber Risk Management by Security Awareness Professionals: Carrots or Sticks to Drive Behaviour Change?, , and . HCI (30), volume 12210 of Lecture Notes in Computer Science, page 76-91. Springer, (2020)Photographic Disclosure in Facebook and Relational Closeness with Others., , , , and . HICSS, page 1-10. ScholarSpace / AIS Electronic Library (AISeL), (2018)Switch on to games: Can digital games aid post-work recovery?, and . Int. J. Hum. Comput. Stud., 72 (8-9): 654-662 (2014)