Zobrazeno 1 - 10
of 25
pro vyhledávání: '"Jeroen S. Lemmens"'
Autor:
Jeroen S. Lemmens
Publikováno v:
Telematics and Informatics Reports, Vol 11, Iss , Pp 100085- (2023)
Externí odkaz:
https://doaj.org/article/f829c9da94ab48199907bbb335ddb2ef
Publikováno v:
Acta Psychologica, Vol 232, Iss , Pp 103812- (2023)
Virtual Reality Games offer highly immersive experiences that allow users to effectively dissociate themselves from reality. VR gaming leads to a strong sense of presence and can facilitate the experience of flow among its players. The current study
Externí odkaz:
https://doaj.org/article/b1c74e5bdc94441591273e1b9dde39f3
Autor:
Jeroen S. Lemmens
Publikováno v:
Telematics and Informatics Reports, Vol 8, Iss , Pp 100023- (2022)
The aim of this study was to examine the relevant characteristics and motivations of 1144 international players of FIFA Ultimate Team for spending money on player packs (i.e., loot boxes). Loot boxes have been compared to gambling mechanics as they m
Externí odkaz:
https://doaj.org/article/2ef3b65586ad4f138be2e108297d1b4c
Publikováno v:
Virtual Reality, 26(1), 223-234. Springer London
Compared to traditional screen-based media, virtual reality (VR) generally leads to stronger feelings of presence. The current study aimed to investigate whether playing games in VR resulted in a stronger sense of presence than playing on a TV, and w
Caught them all: Gaming disorder, motivations for playing and spending among core Pokémon Go players
Autor:
Jeroen S. Lemmens, Ilse A.M. Weergang
Publikováno v:
Entertainment Computing, 45:100548. Elsevier
Pokémon Go (2016) not only enjoys tremendous worldwide appeal among players, the game has also captivated the scientific community. The aim of this study was to examine the characteristics and motivations of hardcore Pokémon Go players by analyzing
Publikováno v:
Acta Psychologica, 232:103812. Elsevier
Virtual Reality Games offer highly immersive experiences that allow users to effectively dissociate themselves from reality. VR gaming leads to a strong sense of presence and can facilitate the experience of flow among its players. The current study
Autor:
Henrietta Bowden-Jones, Jürgen Rehm, Osman Tolga Aricak, Jeroen S. Lemmens, Philip Tam, Douglas A. Gentile, Anna E. Goudriaan, Norharlina Bahar, John B. Saunders, Jeffrey L. Derevensky, Patrick Ip, Halley M. Pontes, Hans-Ulrich Wittchen, Naomi A. Fineberg, Ahmad El Kashef, Joël Billieux, Jiang Long, Zsolt Demetrovics, Daniele Fabio Zullino, Manoi Sharma, Sophia Achab, Claudia Gandin, Olatz Lopez-Fernandez, Daria J. Kuss, Marie Grall-Bronnec, Klaus Wölfling, David C. Hodgins, Florian Rehbein, Elda Mei-Lo Chan, Daniel L. King, Guilherme Borges, Vladimir Poznyak, Dan J. Stein, Emanuele Scafato, Daniel Tornaim Spritzer, Matthias Brand, Satoko Mihara, Max Abbott, Orsolya Király, Nancy M. Petry, Karl Mann, Afarin Rahimi-Movaghar, Sawitri Assanangkornchai, Marc N. Potenza, Michael Farrell, Atul Ambekar, Aviv Weinstein, Natacha Carragher, Mark D. Griffiths, Tom Wai-Hin Chung, Susumu Higuchi, Wei Hao, Hae Kook Lee, Hans-Jürgen Rumpf
Publikováno v:
Journal of behavioral addictions. 7(3):556-561
The proposed introduction of gaming disorder (GD) in the 11th revision of the International Classification of Diseases (ICD-11) developed by the World Health Organization (WHO) has led to a lively debate over the past year. Besides the broad support
Autor:
Meredith K. Ginley, Jeroen S. Lemmens, Kristyn Zajac, Florian Rehbein, Chih-Hung Ko, Hans-Jürgen Rumpf, Nancy M. Petry
Publikováno v:
Journal of Behavioral Addictions, 7(3), 543-547. Akadémiai Kiadó
Internet gaming disorder is gaining attention around the world. Some efforts have been directed toward preventing gaming problems from developing or persisting, but few approaches have been empirically evaluated. No known effective prevention interve
Publikováno v:
Journal of Media Psychology
Journal of Media Psychology, 29(2), 188-197
Baumgartner, S E, Lemmens, J S, Weeda, W D & Huizinga, M 2017, ' Measuring media multitasking : Development of a short measure of media multitasking for adolescents ', Journal of Media Psychology, vol. 29, no. 2, pp. 92-101 . https://doi.org/10.1027/1864-1105/a000167
Journal of Media Psychology, 29(4), 188-197. Hogrefe Publishing
Journal of Media Psychology, 29(2), 92-101. Hogrefe Publishing
Journal of Media Psychology, 29(2), 188-197
Baumgartner, S E, Lemmens, J S, Weeda, W D & Huizinga, M 2017, ' Measuring media multitasking : Development of a short measure of media multitasking for adolescents ', Journal of Media Psychology, vol. 29, no. 2, pp. 92-101 . https://doi.org/10.1027/1864-1105/a000167
Journal of Media Psychology, 29(4), 188-197. Hogrefe Publishing
Journal of Media Psychology, 29(2), 92-101. Hogrefe Publishing
Abstract. Although media multitasking is an increasingly occurring form of media use, there are currently no validated, short instruments to measure media multitasking among adolescents. The aim of the present study, therefore, was to develop a short
Autor:
Stefan J F Hendriks, Jeroen S. Lemmens
Publikováno v:
Cyberpsychology, Behavior, and Social Networking, 19(4), 270-276. Mary Ann Liebert Inc.
Internet gaming disorder (IGD) is the most recent term used to describe problematic or pathological involvement with computer or video games. This study examined whether this disorder is more likely to involve pathological involvement with online (i.
Externí odkaz:
https://explore.openaire.eu/search/publication?articleId=doi_dedup___::833d671112a0f1b1534ec8ae357d046b
https://dare.uva.nl/personal/pure/en/publications/addictive-online-games-examining-the-relationship-between-game-genres-and-internet-gaming-disorder(50d5d7a9-299d-4fc8-9448-efe38a40a503).html
https://dare.uva.nl/personal/pure/en/publications/addictive-online-games-examining-the-relationship-between-game-genres-and-internet-gaming-disorder(50d5d7a9-299d-4fc8-9448-efe38a40a503).html