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The role of motivation to change and mindsets in a game promoted for mental health., , , and . Entertain. Comput., (2020)Autonomous and Controlled Motivation in a Randomized Controlled Trial Comparing School-based and Computerized Depression Prevention Programs., , , , , , , and . GFHEU, page 125-135. Springer, (2014)What keeps them motivated? Children's views on an applied game for anxiety., , and . Entertain. Comput., (2019)Developing and Testing ScrollQuest: A Video Game Targeting Rejection Sensitivity in Adolescents., , , and . CHI PLAY (Companion), page 213-221. ACM, (2017)Stressful Gaming, Interoceptive Awareness, and Emotion Regulation Tendencies: A Novel Approach., , , and . Cyberpsy., Behavior, and Soc. Networking, 17 (10): 639-643 (2014)A neurofeedback video game (MindLight) to prevent anxiety in children: A randomized controlled trial., , , , , and . Comput. Hum. Behav., (2016)DEEP: A Biofeedback Virtual Reality Game for Children At-risk for Anxiety., , , , and . CHI Extended Abstracts, page 1989-1997. ACM, (2016)Visualization, Self-Efficacy, and Locus of Control in a Virtual Reality Biofeedback Video Game for Anxiety Regulation., , and . Cyberpsychology Behav. Soc. Netw., 25 (6): 360-368 (2022)Exploring the Role of Self-efficacy in Biofeedback Video Games., , , , , and . CHI PLAY (Companion), page 453-461. ACM, (2017)A Game-based Assessment of the Effects of Rejection on Young Adults., , , , and . Proc. ACM Hum. Comput. Interact., 5 (CHI PLAY): 254:1-254:27 (2021)