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Society and Politics › Everyday Life (regulation and control) › Consumer behaviour

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  1. Lieberoth, Andreas

    Consumer behaviour (Popular science, sustainable beaviors, worry discourses), Computer games (game based learning, gamification, Motivation, psychological effects), Digital culture and communication, Media industry, Neuropsychology (Technology and the brain), Pedagogical psychology (learning through media), Social psychology (Attitude formation, Behvaioral economics), Studies of science and technology (media psychology)