publication venue for
- Why do women watch esports? A social role perspective on spectating motives and points of attachment. 127:107055-107055. 2022
- Explaining the success of social media with gratification niches: Motivations behind daytime, nighttime, and active use of TikTok in China. 124:106893-106893. 2021
- Acute effect of active video games on older children's mood change. 70:97-103. 2017
- Broadening the understanding of social presence: Implications and contributions to the mediated communication and online education. 65:672-679. 2016
- SIG-Blocks: Tangible game technology for automated cognitive assessment. 65:163-175. 2016
- First do no harm: Cross-sectional and longitudinal evidence for the impact of individual suicidality on the use of online health forums and support groups. 61:80-88. 2016
- Teacherstudent relationship in online classes: A role of teacher self-disclosure. 54:436-443. 2016
- The psychological functions of avatars and alt(s): A qualitative study. 32:1-8. 2014
- Peer-mediation of the adoption of efficient software interaction methods: A model based on priming. 29:2595-2602. 2013
- Supporting problem-solving performance in a hypermedia learning environment: The role of students prior knowledge and metacognitive skills. 28:1162-1169. 2012
- The role of computer tools in experts solving ill-structured problems 2007
- The graphical case record: An interface congruent with professional work style. 12:121-134. 1996