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Andreas Lieberoth
Andreas Lieberoth
associate professor, Aarhus University
Verified email at edu.au.dk
Title
Cited by
Cited by
Year
The effect of points and audio on concentration, engagement, enjoyment, learning, motivation, and classroom dynamics using Kahoot
AI Wang, A Lieberoth
European conference on games based learning 20, 738-746, 2016
4152016
Who is the most stressed during the COVID‐19 pandemic? Data from 26 countries and areas
M Kowal, T Coll‐Martín, G Ikizer, J Rasmussen, K Eichel, A Studzińska, ...
Applied Psychology: Health and Well‐Being 12 (4), 946-966, 2020
4022020
Ten considerations for effectively managing the COVID-19 transition
KB Habersaat, C Betsch, M Danchin, CR Sunstein, R Böhm, A Falk, ...
Nature human behaviour 4 (7), 677-687, 2020
3582020
A weak scientific basis for gaming disorder: Let us err on the side of caution
AJ Van Rooij, CJ Ferguson, M Colder Carras, D Kardefelt-Winther, J Shi, ...
Journal of behavioral addictions 7 (1), 1-9, 2018
3422018
Shallow gamification: Testing psychological effects of framing an activity as a game
A Lieberoth
Games and Culture 10 (3), 229-248, 2015
3292015
We will eat disgusting foods together–Evidence of the normative basis of Western entomophagy-disgust from an insect tasting
NH Jensen, A Lieberoth
Food Quality and Preference 72, 109-115, 2019
1472019
Exploring the quantum speed limit with computer games
JJWH Sørensen, MK Pedersen, M Munch, P Haikka, JH Jensen, T Planke, ...
Nature 532 (7598), 210-213, 2016
1442016
Stress and worry in the 2020 coronavirus pandemic: Relationships to trust and compliance with preventive measures across 48 countries in the COVIDiSTRESS global survey
A Lieberoth, SY Lin, S Stöckli, H Han, M Kowal, R Gelpi, S Chrona, ...
Royal Society Open Science 8 (2), 200589, 2021
1292021
COVIDiSTRESS Global Survey dataset on psychological and behavioural consequences of the COVID-19 outbreak
Y Yamada, DB Ćepulić, T Coll-Martín, S Debove, G Gautreau, H Han, ...
Scientific data 8 (1), 3, 2021
1262021
Can cooperative video games encourage social and motivational inclusion of at‐risk students?
T Hanghøj, A Lieberoth, M Misfeldt
British Journal of Educational Technology 49 (4), 775-799, 2018
982018
Psychology and role-playing games
SL Bowman, A Lieberoth
Role-playing game studies, 245-264, 2018
702018
Selective psychological effects of nudging, gamification and rational information in converting commuters from cars to buses: A controlled field experiment
A Lieberoth, NH Jensen, T Bredahl
Transportation research part F: traffic psychology and behaviour 55, 246-261, 2018
662018
Similarity of social information processes in games and rituals: Magical interfaces
JT Harviainen, A Lieberoth
Simulation & Gaming 43 (4), 528-549, 2012
492012
Getting humans to do quantum optimization-user acquisition, engagement and early results from the citizen cyberscience game Quantum Moves
A Lieberoth, MK Pedersen, AC Marin, T Planke, JF Sherson
arXiv preprint arXiv:1506.08761, 2015
472015
DiffGame: Game-based mathematics learning for physics
MK Pedersen, A Svenningsen, NB Dohn, A Lieberoth, J Sherson
Procedia-Social and Behavioral Sciences 228, 316-322, 2016
392016
Virtual learning environment for interactive engagement with advanced quantum mechanics
MK Pedersen, B Skyum, R Heck, R Müller, M Bason, A Lieberoth, ...
Physical Review Physics Education Research 12 (1), 013102, 2016
392016
Mixed methods in game research: playing on strengths and countering weaknesses
A Lieberoth, A Roepstorff
Game research methods, 271-289, 2015
292015
Replicating the Disease framing problem during the 2020 COVID-19 pandemic: A study of stress, worry, trust, and choice under risk
NR Rachev, H Han, D Lacko, R Gelpí, Y Yamada, A Lieberoth
PLoS One 16 (9), e0257151, 2021
222021
A weak scientific basis for gaming disorder: Let us err on the side of caution
AJ Von Rooji, CJ Ferguson, MC Carras, D Kardefelt-Winther, S Jing, ...
Journal of behavioral addictions 7 (1), 1-9, 2018
222018
Snapchat streaks: How adolescents metagame gamification in social media.
D Hristova, J Dumit, A Lieberoth, T Slunecko
GamiFIN, 126-135, 2020
202020
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