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Behavioural realism and the activation of aggressive concepts in violent video games.

, , and . Entertain. Comput., (2018)

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Measuring perceived challenge in digital games: Development & validation of the challenge originating from recent gameplay interaction scale (CORGIS)., , , and . Int. J. Hum. Comput. Stud., (2020)Paying for loot boxes is linked to problem gambling, regardless of specific features like cash-out and pay-to-win., , , and . Comput. Hum. Behav., (2020)Loot Boxes, Gambling, and Problem Gambling Among Young People: Results from a Cross-Sectional Online Survey., and . Cyberpsychology Behav. Soc. Netw., 24 (4): 267-274 (2021)Higher Graphical Fidelity Decreases Players' Access to Aggressive Concepts in Violent Video Games., , and . CHI PLAY, page 241-251. ACM, (2015)The Many Faces of Monetisation: Understanding the Diversity and Extremity of Player Spending in Mobile Games via Massive-scale Transactional Analysis., , , , , and . Games Res. Pract., 1 (1): 4:1-4:28 (2023)No priming in video games., , and . Comput. Hum. Behav., (2018)"Clinically significant distress" in internet gaming disorder: An individual participant meta-analysis., and . Comput. Hum. Behav., (2022)Challenge in Digital Games: Towards Developing a Measurement Tool., , and . CHI Extended Abstracts, page 2511-2519. ACM, (2017)Behavioural realism and the activation of aggressive concepts in violent video games., , and . Entertain. Comput., (2018)Prevalence and Salience of Problematic Microtransactions in Top-Grossing Mobile and PC Games: A Content Analysis of User Reviews., , and . CHI, page 560:1-560:12. ACM, (2022)