- 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...
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...
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...
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...
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...
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...
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...
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...
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...
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...
****************** ***************************** ************************ ***** 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...
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...
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...
The Covid pandemic has yielded new insights into psychological vaccine acceptance factors. This knowledge serves as a basis for behavioral and communication interventions that can increase vaccination readiness other diseases.
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...
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...