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The Media Psychology of Boredom and Mobile Media Use: Theoretical and Methodological Innovations., , и . J. Media Psychol. Theor. Methods Appl., 34 (2): 113-125 (2022)"It is always a lot of fun!": exploring dimensions of digital game experience using focus group methodology., , и . Future Play, стр. 83-89. ACM, (2007)Where everybody knows your game: the appeal and function of game cafés in western Europe., , , и . Advances in Computer Entertainment Technology, том 422 из ACM International Conference Proceeding Series, стр. 28-35. ACM, (2009)Systematic review of determinants and consequences of bystander interventions in online hate and cyberbullying among adults., , , и . Behav. Inf. Technol., 42 (5): 527-544 (апреля 2023)"Thinking before posting?" Reducing cyber harassment on social networking sites through a reflective message., , , и . Comput. Hum. Behav., (2017)Determinants of Self-Reported Bystander Behavior in Cyberbullying Incidents Amongst Adolescents., , , , , , и . Cyberpsychology Behav. Soc. Netw., 17 (4): 207-215 (2014)Help, I Am Losing Control! Examining the Reporting of Sexual Harassment by Adolescents to Social Networking Sites., , и . Cyberpsychology Behav. Soc. Netw., 19 (1): 16-22 (2016)Features for Hate? Using the Delphi Method to Explore Digital Determinants for Online Hate Perpetration and Possibilities for Intervention., , , и . Cyberpsychology Behav. Soc. Netw., 26 (7): 479-488 (июля 2023)Virtual Touch Sensations in an Online Shopping Context: An Experimental Approach., и . ACII, стр. 798-801. IEEE Computer Society, (2013)Exposure to cyberbullying as a bystander: An investigation of desensitization effects among early adolescents., , , , и . Comput. Hum. Behav., (2016)