Andreas Lieberoth

ORCID: 0000-0003-0214-5791
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About
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Research Areas
  • Educational Games and Gamification
  • Child Development and Digital Technology
  • COVID-19 and Mental Health
  • Impact of Technology on Adolescents
  • Digital Games and Media
  • Social and Educational Sciences
  • Behavioral Health and Interventions
  • Psychological Well-being and Life Satisfaction
  • Innovative Teaching and Learning Methods
  • COVID-19 Pandemic Impacts
  • Research in Social Sciences
  • Advanced Text Analysis Techniques
  • Mental Health Research Topics
  • Digital Mental Health Interventions
  • Statistics Education and Methodologies
  • Vaccine Coverage and Hesitancy
  • Online and Blended Learning
  • Motivation and Self-Concept in Sports
  • Innovative Human-Technology Interaction
  • Media Influence and Health
  • Innovative Education and Learning Practices
  • COVID-19 epidemiological studies
  • Data Visualization and Analytics
  • Early Childhood Education and Development
  • Artificial Intelligence in Games

Aarhus University
2016-2025

University College Copenhagen
2023

VIA University College
2023

Design School Kolding
2023

University of Bath
2021

Edge Hill University
2021

Bath Spa University
2021

Aarhus University Hospital
2020

University College Lillebaelt
2015

Background To limit the rapid spread of COVID‐19, countries have asked their citizens to stay at home. As a result, demographic and cultural factors related home life become especially relevant predict population well‐being during isolation. This pre‐registered worldwide study analyses relationship between number adults children in household, marital status, age, gender, education level, COVID‐19 severity, individualism–collectivism, perceived stress. Methods We used COVIDiSTRESS Global...

10.1111/aphw.12234 article EN Applied Psychology Health and Well-Being 2020-09-29
Andreas Lieberoth Shiang-Yi Lin Sabrina Stöckli Hyemin Han Marta Kowal and 95 more Rebekah Gelpí Stavroula Chrona Thao Tran Alma Jeftić Jesper Rasmussen Hüseyin Çakal Taciano L. Milfont Andreas Lieberoth Yuki Yamada Hyemin Han Jesper Rasmussen Rizwana Amin Stéphane Debove Rebekah Gelpí Ivan Flis Hafize Sahin Fidan Türk Yao‐Yuan Yeh Yuen Wan Ho Pilleriin Sikka Guillermo Delgado‐García David Lacko Salomé Mamede Oulmann Zerhouni Jarno Tuominen Tuba Bircan Austin Horng‐En Wang Gözde İkizer Samuel Lins Anna Studzińska Hüseyin Çakal Muhammad Kamal Uddin Fernanda Pérez-Gay Juárez Fang-Yu Chen Marta Kowal Aybegüm Memisoglu‐Sanli Agnieszka E. Łyś Vicenta Reynoso-Alcántara Rubén Flores González Amanda Griffin Claudio Rafael Castro López Jana Nezkusilová Dominik‐Borna Ćepulić Sibele D. Aquino Tiago Azevedo Marot Angélique M. Blackburn Boullu Loïs Jozef Bavoľár Pavol Kačmár Charles K. S. Wu João Carlos Areias Jean Carlos Natividade Silvia Mari Oli Ahmed Vilius Dranseika Irène Cristofori Tao Coll‐Martín Kristina Eichel Raisa Kumaga Eda Ermağan Çağlar Dastan Bamwesigye Benjamin Tag Stavroula Chrona Carlos C. Contreras‐Ibáñez John Jamir Benzon R. Aruta Priyanka A. Naidu Thao Tran İlknur Dilekler Aldemir Jiří Čeněk Md. Nurul Islam Brendan Ch’ng Cristina Sechi Steve Nebel Gülden Sayılan Shruti Jha Sara Vestergren Keiko Ihaya Guillaume Gautreau Giovanni A. Travaglino Nikolay R. Rachev Krzysztof Hanusz Martin Pírko J. Noël West Wilson Cyrus-Lai Arooj Najmussaqib Eugenia Romano Valdas Noreika Arian Musliu Emilija Sungailaite Mehmet Kosa Antonio G. Lentoor Nidhi Sinha Andrew R. Bender Dar Meshi Pratik Bhandari

The COVIDiSTRESS global survey collects data on early human responses to the 2020 COVID-19 pandemic from 173 429 respondents in 48 countries. open science study was co-designed by an international consortium of researchers investigate how psychological differ across countries and cultures, this has impacted behaviour, coping trust government efforts slow spread virus. Starting March 2020, leveraged convenience unpaid online recruitment generate public data. objective present analysis is...

10.1098/rsos.200589 article EN cc-by Royal Society Open Science 2021-02-01

This article experimentally dissociates the psychological impact of framing versus game mechanics, when presenting a serious activity as game. Studies elements in nongame contexts tend to describe full packages, with no way assessing their individual and functional impact. To isolate effects framing, students ( N = 90) were assigned either discuss study environment issues through list questions, via competitive discussion board game, or though same artifacts but mechanics. Task engagement...

10.1177/1555412014559978 article EN Games and Culture 2014-12-01
Angélique M. Blackburn Sara Vestergren Angélique M. Blackburn Sara Vestergren Thao Tran and 95 more Sabrina Stöckli Siobhán M. Griffin Evangelos Ntontis Alma Jeftić Stavroula Chrona Gözde İkizer Hyemin Han Taciano L. Milfont Douglas A. Parry Grace Byrne Mercedes Gómez-López Alida Acosta Marta Kowal Gabriel De Leon Aranza Gallegos Miles Perez Mohamed Abdelrahman Elayne Ahern Ahmad Wali Ahmad Yar Oli Ahmed Nael H. Alami Rizwana Amin Lykke E. Andersen Bráulio Oliveira Araújo Norah Aziamin Asongu Fabian Bartsch Jozef Bavoľár Khem Raj Bhatta Tuba Bircan Bita Shalani Hasitha Bombuwala Tymofii Brik Hüseyin Çakal Marjolein C.J. Caniëls Marcela Carballo Nathalia Melo de Carvalho Laura Cely Sophie Chang María Chayinska Fang-Yu Chen Brendan Ch’ng JohnBosco Chika Chukwuorji Ana Raquel Costa Vidijah Ligalaba Dalizu Eliane Deschrijver İlknur Dilekler Aldemir Anne M. Doherty Rianne Doller Dmitrii Dubrov Salem Elegbede Jefferson Elizalde Eda Ermağan Çağlar Regina Fernández-Morales Juan Diego García‐Castro Rebekah Gelpí Shagofah Ghafori Ximena Goldberg Catalina González-Uribe Harlen Alpízar-Rojas Christian A. P. Haugestad Diana Higuera Kristof Hoorelbeke Evgeniya Hristova Barbora Hubená Hamidul Huq Keiko Ihaya Gosith Jayathilake Enyi Jen Amaani Jinadasa Jelena Joksimović Pavol Kačmár Veselina Kadreva Kalina Nikolova Kalinova Huda Anter Abdallah Kandeel Blerina Këllezi Sammyh S. Khan Maria Kontogianni Karolina Koszałkowska Krzysztof Hanusz David Lacko Miguel Landa-Blanco Yookyung Lee Andreas Lieberoth Samuel Lins Liudmila Liutsko Amanda Londero‐Santos Anne Lundahl Mauritsen María Andrée Maegli Patience Magidie Roji Maharjan Tsvetelina Makaveeva Malose Makhubela María Gálvis Malagón Sergey Malykh Salomé Mamede

Abstract During the onset of COVID-19 pandemic, COVIDiSTRESS Consortium launched an open-access global survey to understand and improve individuals’ experiences related crisis. A year later, we extended this line research by launching a new address dynamic landscape pandemic. This was released with goal addressing diversity, equity, inclusion working over 150 researchers across globe who collected data in 48 languages dialects 137 countries. The resulting cleaned dataset described here...

10.1038/s41597-022-01383-6 article EN cc-by Scientific Data 2022-06-21

Abstract Can the challenges encountered in cooperative video games encourage classroom inclusion? And can this experience be translated into curriculum engagement? This study describes a 3 week intervention with game‐based learning activities eight lower secondary classrooms ( n = 190). The combined use of co‐op action role‐playing game Torchlight II and analogue gamification aimed at including 32 students challenged by social difficulties lack motivation. was used to create more inclusive...

10.1111/bjet.12642 article EN British Journal of Educational Technology 2018-07-01

The COVIDiSTRESS global survey collects data on early human responses to the 2020 COVID-19 pandemic from 173,429 respondents in 48 countries. open science study was co-designed by an international consortium of researchers investigate how psychological differ across countries and cultures, this has impacted behaviour, coping trust government efforts slow spread virus. Starting March 2020, leveraged convenience unpaid online recruitment generate public data. objective present analysis is...

10.31234/osf.io/f7ghw preprint EN 2021-01-17

Gamers with poor self-concept, high social anxiety and loneliness are more at risk of problematic involvement in video games, such as massively multiplayer online role-playing games. There is a research gap concerning treatment approaches to cater socially anxious gamers patterns gaming involvement. This registered exploratory pilot programme tests the feasibility initial effect structured protocol which exposed real-life interactions while playing an offline tabletop game (TTRPG). Our...

10.1098/rsos.250273 article EN cc-by Royal Society Open Science 2025-04-01

In the risky-choice framing effect, different wording of same options leads to predictably choices. a large-scale survey conducted from March May 2020 and including 88,181 participants 47 countries, we investigated how stress, concerns, trust moderated effect in Disease problem, prominent problem highly evocative COVID-19 pandemic. As predicted by appraisal-tendency framework, risk aversion our study were larger than under typical circumstances. Furthermore, perceived stress concerns over...

10.1371/journal.pone.0257151 article EN cc-by PLoS ONE 2021-09-10

During the last 5 years, similarity between role-playing games and rituals has been mentioned in numerous articles online discussions. This article examines that connection by using data gathered over several decades library information science, studies of religion, cognitive sciences. The authors place particular emphasis on social phenomena present both ritual pretence, way those affect cognition—the seemingly “magical” interface makes shared experiences possible. show implications pattern...

10.1177/1046878110392703 article EN Simulation & Gaming 2011-04-10

Differentiation is a mathematical skill applied throughout science in order to describe the change of function with respect dependent variable. Thus, an intuitive understanding differentiation necessary work frameworks used physical systems higher levels education. In obtain this intuition repeated practice required. This paper presents development DiffGame, which consists series exercises that introduce basic principles for high-school students through game-like elements. DiffGame have been...

10.1016/j.sbspro.2016.07.047 article EN Procedia - Social and Behavioral Sciences 2016-07-01

****************** ***************************** ************************ ***** This is old, not peer-reviewed version of the manuscript. For published version, please visit: https://doi.org/10.1111/aphw.12234 *********************************************** ************** *********** **** To limit rapid spread COVID-19, countries have asked their citizens to stay at home. As a result, demographic and cultural factors related home life became especially relevant predicting population...

10.31234/osf.io/qv5t7 preprint EN 2020-06-01

The game Quantum Moves was designed to pit human players against computer algorithms, combining their solutions into hybrid optimization, control a scalable quantum computer. In this midstream report, we open our design process and present the constitutive building stages. We approach starting with designing core gameplay around simulations, putting extra elements in place frame, structure motivate players’ difficult path from internet flâneur competent science contributors. Among...

10.15346/hc.v1i2.11 article EN Human Computation 2014-12-24

Many parents worry over their children’s gaming habits, but to what extent do such worries match any detrimental effects of excessive gaming? We attempted answer this question by comparing children highly concerned with other adolescents the same age. A cohort who identified as video game habits were recruited for a public study in collaboration national television network. Using an online experimental platform conjunction surveys parents’ beliefs and attitudes, we compared age-matched peers...

10.3389/fpsyg.2020.586699 article EN cc-by Frontiers in Psychology 2021-01-15

This paper presents strategies that Viennese adolescents use to uphold snap streaks – a gamified challenge on Snapchat inviting users exchange at least one each 24 hours keep the score. gamification feature strongly impacts communication practice of adolescents, both with regard its temporality and content. In order secure timed reciprocal their streak partner, would resort so called snaps impersonal pictures reduced content are sent solely for purpose upholding streak. Three partially...

10.31234/osf.io/nszex preprint EN 2019-11-14

A virtual learning environment can engage university students in the process ways that traditional lectures and lab formats cannot. We present our StudentResearcher, which incorporates simulations, multiple-choice quizzes, video lectures, gamification into a path for quantum mechanics at advanced level. StudentResearcher is built upon experiences gathered from workshops with citizen science game Quantum Moves high-school level, where games were used extensively to illustrate basic concepts...

10.1103/physrevphyseducres.12.013102 article EN cc-by Physical Review Physics Education Research 2016-04-18
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