nr |
titel |
auteur |
tijdschrift |
jaar |
jaarg. |
afl. |
pagina('s) |
type |
1 |
A blocks-based serious game to support introductory computer programming in undergraduate education
|
Vahldick, Adilson |
|
|
2 |
C |
p. |
artikel |
2 |
A brief internet-delivered intervention for the reduction of gaming-related harm: A feasibility study
|
Park, Jennifer J. |
|
|
2 |
C |
p. |
artikel |
3 |
An analysis of mental health of social media users using unsupervised approach
|
Joshi, Deepali |
|
|
2 |
C |
p. |
artikel |
4 |
An analysis on the unified theory of acceptance and use of technology theory (UTAUT): Acceptance of electronic document management system (EDMS)
|
Ayaz, Ahmet |
|
|
2 |
C |
p. |
artikel |
5 |
Cheating in online courses: Evidence from online proctoring
|
Dendir, Seife |
|
|
2 |
C |
p. |
artikel |
6 |
CogEpiCrim – The M-Theory of Suicidology
|
Agarwal, Ajay |
|
|
2 |
C |
p. |
artikel |
7 |
Co-Op World: Adaptive computer game for supporting child psychotherapy
|
Alkalay, Sarit |
|
|
2 |
C |
p. |
artikel |
8 |
Development and validation of the Computer Science Attitudes Scale for middle school students (MG-CS attitudes)
|
Rachmatullah, Arif |
|
|
2 |
C |
p. |
artikel |
9 |
Editorial Board
|
|
|
|
2 |
C |
p. |
artikel |
10 |
Exploring cultural variation in the emotional expressivity of online drawings
|
Thomas, Justin |
|
|
2 |
C |
p. |
artikel |
11 |
Functional performance in a virtual reality task with differential executive functional loads
|
Chang, Zhengsi |
|
|
2 |
C |
p. |
artikel |
12 |
Has the COVID-19 pandemic affected the susceptibility to cyberbullying in India?
|
Jain, Ojasvi |
|
|
2 |
C |
p. |
artikel |
13 |
Identifying the values associated with users’ behavior towards anonymity tools through means-end analysis
|
Skalkos, Andreas |
|
|
2 |
C |
p. |
artikel |
14 |
Influence of age, gender and personality on young adolescents’ reporting of online risks to third parties
|
Ingram, Gordon P.D. |
|
|
2 |
C |
p. |
artikel |
15 |
Interactive visual aid adoption within pharmaceutical sales organizations
|
Dotter, Thomas A. |
|
|
2 |
C |
p. |
artikel |
16 |
Neuroticism in the digital age: A meta-analysis
|
Marciano, Laura |
|
|
2 |
C |
p. |
artikel |
17 |
Nomophobia and lifestyle: Smartphone use and its relationship to psychopathologies
|
Gonçalves, Soraia |
|
|
2 |
C |
p. |
artikel |
18 |
Parental mediation of online media activities of children in Nigeria: A parent-child approach
|
Adigwe, Ifeanyi |
|
|
2 |
C |
p. |
artikel |
19 |
Parenting and child’s (five years to eighteen years) digital game addiction: A qualitative study in North-Western part of Bangladesh
|
Keya, Farah Deba |
|
|
2 |
C |
p. |
artikel |
20 |
Prosocial digital games for youth: A systematic review of interventions
|
Saleme, Pamela |
|
|
2 |
C |
p. |
artikel |
21 |
Right evaluation of marketing stimuli with neuroscience. An electroencephalography experiment
|
González-Morales, Antonio |
|
|
2 |
C |
p. |
artikel |
22 |
Tailoring heuristics and timing AI interventions for supporting news veracity assessments
|
Horne, Benjamin D. |
|
|
2 |
C |
p. |
artikel |
23 |
The demographics of computer-mediated communication: A review of social media demographic trends among social networking site giants
|
Gambo, Sarah |
|
|
2 |
C |
p. |
artikel |
24 |
The meaning of the experience of being an online video game player
|
Arbeau, Kelly |
|
|
2 |
C |
p. |
artikel |
25 |
Virtual reality and embodied experience induce similar levels of empathy change: Experimental evidence
|
Hargrove, Andrew |
|
|
2 |
C |
p. |
artikel |