Aarhus University Seal

Andreas Lieberoth

ph.d., Associate Professor, Research Fellow

Profile photo

Andreas Lieberoth

Research Fellow, Associate Professor

  • Danish School of Education - Educational Psychology, Aarhus
  • School of Culture and Society - Culture, Cognition and Computation, Department for
Postal address:
Jens Chr. Skous Vej 4
1483, 552
Aarhus C
Postal address:
Jens Chr. Skous Vej 4
1483, 432
Aarhus C

Email: andreas@edu.au.dk

Mobile: +4525808859


Aarhus Universityph.d., psychology
2010 – 2014
Field: Pedagogical psychology, cognitive neuroscience
Object: Experiential learning, Learning games, Memory formats
Activities and Societies: Research unit on practice based learning; Centre of functionally integrative neuroscience (CFIN); Neuroscientific psychology research unit.

Syddansk Universitet
cand.mag. (Master's degree), Religion and Psychology
2001 – 2009
Master's thesis (hons.): "The religious imagination - how everyday minds create supernatural alternatives to reality".
Activities and Societies: Religion, Corgnition and Culture research-project at Aarhus University 2006->

University of Copenhagen
Minor subject / sidefag, Psychology
2005 – 2006
Additional courses: Pedagogical psychology, biological psychology, coping in victims of terror and organised violence

University of Copenhagen
Minor subject / sidefag, Informational psychology
2004 – 2005
Interdisciplinary field, applying in-depth studies of cognitive (neuro)psychology to interface design, training and work-psychology.
Contained subjects: Neuropsychology (1 yr.), Cognitive Psychology (1 yr.), Human-Computer-Interaction (1 yr.), Experimental methods (½ yr.), Biological Psychology (½ yr.) + Work and Organisational Psychology (½ yr. - added course)

Former positions

Aarhus UniversityAssistant Professor2016-Danish School of Education (DPU) & Interactin Minds Center (IMC)Educational Psychology & PlayTrack research fellow My research is funded by LEGO, looking into the social and behavioral psychology of adult play, from workplace fun and machine-learning aided creativity measures, to testing the effects of gamification and effective psychological game design experimentally.Teaching: Media psychology, developmental psychology, research methods (mixed, experimental), statistics, philosophy of science (pragmatism, postpositivism, critical realism), "statistics for absolute beginners and the terminally math-spooked"

Aarhus University2014-
External lecturer, Dept. of Psychology and Behavioral SciencesCognitive neuroscience, cognitive theories and applications in education, questionable neuromyths and the history of applied non-medical brain sciences.
Aarhus University2014-16Post doc.Interacting Minds CenterCenter For Community Driven Research (CODER)Historielab (VIA UC) 
Partner / Game-designer
Legepladsen // Copenhagen Playground
Partnership; 1-10 employees; Design industry
August 2009 – Present (2 years 5 months)

Playful experiences and urban thoughts. New perspectives change minds. Everyone likes to play. Explore our world at www.copenhagenplayground.com.

Project manager
City of Copenhagen
April 2009 – January 2011 (1 year 10 months)

Planning consultant and project lead. Our work at the City of Copenhagen centered around how public regulation affects the use of city-spaces. Our aim is to make Copenhagen accesible and attractive to groups and businesses who make urban living diverse, lively and interesting. I advise the city planning forum, research new strategies, edit publications, conduct seminars, and write politcal recommendations.

Projektmedarbejder og udvikler på "Gang i København"

Hjernevirksomhed.dk (trans: brain-business) was our Business-to-business consulting team, specialising in workshop facilitation, social processes and knowledge-engineering. We are currently idle, but if you should ever need us... you only need to call.

Administration of public spaces for local business use (e.g. storefronts, restaurants). Location management for event- and film/TV-productions in central Copenhagen. Presswork, communication and speechwriting. Temporary position.

Writer and Critic
February 2002 – December 2006 (4 years 11 months)

Writer, film-journalist and film-critic for noted online 'zine, writing weekly reviews and participating in film-related media-events in Odense and Copenhagen.
consultant, facilitator & game designer

January 1999 – December 2006 (8 years)

Teaching and facilitating the use of supervised play and role-playing games for leisure and teaching purposes. Taught both formal courses and staff at varoius municipal institutions. Supplied games and material, and supervised design processes.

Research assistant
Hvidovre Hospital - Psychiatry
September 2005 – February 2006 (6 months)

Quantitative research assistant on schizophrenia life-tracking project. Archive searches, psychological evaluation of military files.

Consultant & research assistant
Hvidovre Kommune
February 2005 – September 2005 (8 months)

Survey of technical specifications, and analysis of the challenges to both useability and small-office working environments generated by the introduction of new distributed IT-systems.


COVIDiSTRESS diverse dataset on psychological and behavioural outcomes one year into the COVID-19 pandemic

Blackburn, A., Vestergreen, S. & COVIDiSTRESS global survey II, Jun 2022, In: Scientific Data. 9, 25 p., 331.

Researchers should avoid causally attributing suicide to video game play as a single factor

Etchells, P. J., Davidson, B. I., Kaye, L. K., Ellis, D. A. & Lieberoth, A., Apr 2022, In: Perspectives in Psychiatric Care. 58, 2, p. 880-882 3 p.

At tale med børn om leg

Lasthein Lehrmann, A., Strand, P., Lieberoth, A. & Skovbjerg, H. M., 2022, (Accepted/In press) In: Pædagogisk Psykologisk Tidsskrift. 2023, 1

Digital leg i danske børnehaver: – en national kortlægning af barrierer, holdninger og populære redskaber

Lieberoth, A., Størup, J. O. & Winther-Lindqvist, D. A., 2022, In: BUKS - Tidsskrift for Børne- og Ungdomskultur. 38, 66, p. 183-203 21 p.

Digitale børns trivsel, læring og deltagelse: og hvordan diagnosesproget stak af med skærmdebatten

Lieberoth, A., 2022, (Accepted/In press) Efter inklusionen: institutionen og den pædagogiske strategi. Holm, C. & Bøttcher, L. (eds.). U Press

Må jeg være med? En forskningsrapport om leg, inklusion og fællesskab i skolen

Skovbjerg, H. M., Hansen, J. H., Sand, A-L., Jensen, J-O., Lieberoth, A., Lasthein Lehrmann, A. & Jørgensen, H. H., 2022, Designskolen Kolding. 62 p.

What’s the problem with "screen time"? A content analysis of dominant voices and worries in three years of national print media

Størup, J. O. & Lieberoth, A., 2022, (E-pub ahead of print) In: Convergence: The International Journal of Research into New Media Technologies. 24 p.

Use of gaming to influence noncommunicable disease risks (Public Webinar on Video Games and Noncommunicable Diseases: Future Opportunities and Challenges)

Lieberoth, A., 16 Nov 2021.

WHO expert meeting contribution: Using gamification for behavior change - a critical overview of limits and opportunities

Lieberoth, A., 15 Nov 2021.

Replicating the Disease framing problem during the 2020 COVID-19 pandemic: A study of stress, worry, trust, and choice under risk

Rachev, N. R., Han, H., Lacko, D., Gelpí, R., Yamada, Y. & Lieberoth, A., Sep 2021, In: PLOS ONE. 16, 9 , 23 p., e0257151.

Stress and worry in the 2020 coronavirus pandemic: relationships to trust and compliance with preventive measures across 48 countries in the COVIDiSTRESS global survey

Lieberoth, A., Lin, S-Y., Stöckli, S., Han, H., Kowal, M., Rebekah, G., Chrona, S., Tran, T. P., Jeftíc, A., Rasmussen, J., Cakal, H., Milfont, T. L. & The COVIDiSTRESS global survey consortium, Feb 2021, In: Royal Society Open Science. 8, 2, 33 p., 200589.

COVIDiSTRESS Global Survey dataset on psychological and behavioural consequences of the COVID-19 outbreak

Yamada, Y., Ćepulić, D-B., Coll-Martín, T., Debove, S., Gautreau, G., Han, H., Rasmussen, J., Tran, T. P., Travaglino, G. A., Lieberoth, A. & COVIDiSTRESS Global Survey Consortium, Jan 2021, In: Scientific Data. 8, 1, 23 p., 3.

How Socially Sustainable Is Social Media Gamification? A Look into Snapchat, Facebook, Twitter and Instagram

Hristova, D. & Lieberoth, A., 2021, Gamification for Organizations and Social Change. Spanellis, A. & J. T., H. (eds.). Cham: Palgrave Macmillan, p. 225-245

Varieties of digital experiences in Danish kindergartens: data from a large-scale mixed methods study

Lieberoth, A., Størup, J. O. & Winther-Lindqvist, D. A., 2021, (Unpublished).

Digital Nadver og digitalt nærvær? mediepsykologiske perspektiver på sociale relationer i en skærmtid

Lieberoth, A., Dec 2020.

Who is the Most Stressed During the COVID-19 Pandemic? Data From 26 Countries and Areas

Kowal, M., Coll-Martín, T., Ikizer, G., Rasmussen, J., Eichel, K., Studzińska, A., Koszałkowska, K., Karwowski, M., Najmussaqib, A., Pankowski, D., Lieberoth, A. & Ahmed, O., Dec 2020, In: Applied Psychology: Health and Well-Being. 12, 4, p. 946-966 21 p.


Lieberoth, A., Nov 2020, Aarhus: Aarhus Universitetsforlag. 60 p. (Tænkepauser).

Retraction Note: Exploring the quantum speed limit with computer games (Nature, (2016), 532, 7598, (210-213), 10.1038/nature17620)

Sørensen, J. J. W. H., Pedersen, M. K., Munch, M., Haikka, P., Jensen, J. H., Planke, T., Andreasen, M. G., Gajdacz, M., Mølmer, K., Lieberoth, A. & Sherson, J. F., 20 Aug 2020, In: Nature. 584, 7821, p. 484 1 p.

Ten considerations for effectively managing the COVID-19 transition

Habersaat, K. B., Betsch, C., Danchin, M., Sunstein, C. R., Böhm, R., Falk, A., Brewer, N. T., Omer, S. B., Scherzer, M., Sah, S., Fischer, E. F., Scheel, A. E., Fancourt, D., Kitayama, S., Dubé, E., Leask, J., Dutta, M., MacDonald, N. E., Temkina, A., Lieberoth, A., Jackson, M., Lewandowsky, S., Seale, H., Fietje, N., Schmid, P., Gelfand, M., Korn, L., Eitze, S., Felgendreff, L., Sprengholz, P., Salvi, C. & Butler, R., Jul 2020, In: Nature Human Behavior. 4, 7, p. 677-687 11 p.

Designing playful, tangible self-report tools to give the child a voice

Hijkoop, V., Bekker, T., Skovbjerg, H. M., Lieberoth, A. & Jørgensen, H. H., Jun 2020, IDC '20: Proceedings of the 2020 ACM Interaction Design and Children Conference: Extended Abstracts. New York: Association for Computing Machinery, p. 344-349 6 p.

Automatic Novelty Detection in LEGO Ducks

Ferguson, M., Deterding, S., Lieberoth, A., Andersen, M., Devlin, S., Kudenko, D. & Walker, J. A., May 2020.

Editorial Expression of Concern: Exploring the quantum speed limit with computer games (Nature)

Sørensen, J. J. W. H., Pedersen, M. K., Munch, M., Haikka, P., Jensen, J. H., Planke, T., Andreasen, M. G., Gajdacz, M., Mølmer, K., Lieberoth, A. & Sherson, J. F., May 2020, In: Nature. 581, 7808, 1 p., E7.

Can worried parents predict effects of video games on their children? A case-control study of cognitive abilities, wellbeing and addiction indicators

Lieberoth, A. & Fiskaali, A., 2020, In: Frontiers in Psychology. 11, 18 p.

Exploring institutionalised esport in high school: A mixed methods study of well-being

Fiskaali, A., Lieberoth, A. & Spindler, H., 2020, Proceedings of the 14th European Conference on Game Based Learning, ECGBL 2020. Fotaris, P. (ed.). Reading: Academic Conferences and Publishing International Limited, p. 160-167 8 p.

Families in Coronavirus Lockdown - Psychological Impact, Stressors and the Role of Digital Media (invited keynote)

Lieberoth, A., 2020.

Hvem sidder dér bag skærmen... og hvem hjælper? national kortlægning af brugen af digitale medier i børnehaver og vuggestuer

Størup, J. O., Winther-Lindqvist, D. A. & Lieberoth, A., 2020, København: Aarhus Universitet, DPU. 76 p.

Kreative kulturer og fantasi som fælles forehavende

Lieberoth, A., 2020, In: Unge Paedagoger. 2020, 4, 7.

Patterns in parental worry over digital screen time – a factor analytical approach

Lieberoth, A., 2020, (Unpublished).

Snapchat Streaks: How Adolescents Metagame Gamification in Social Media

Hristova, D., Dumit, J., Lieberoth, A. & Slunecko, T., 2020, Proceedings of the 4th International GamiFIN Conference. Koivisto, J., Bujić, M. & Hamari, J. (eds.). CEUR-WS.org, p. 126-135 10 p.

The need for fair controls and factorial tests in behavioral research: Studying gamification in a time of surveillance capitalism and tech-bullshit (invited keynote)

Lieberoth, A., 2020.

What makes parents worry about screen time? testing maximizing, attitudes to play and subscription to neuromyths as psychological predictors

Lieberoth, A. & Lundsgård, S. S., 2020, (Submitted) In: Computers in Human Behavior.

Digitalisering og unges mentale sundhed.

Lieberoth, A., 5 Sep 2019.

Skærm / skærm ikke: Rapport om skolers mobilregler Hvorfor? Hvordan? Hvad virker?

Lieberoth, A., 8 Jan 2019, DPU, Aarhus Universitet. 52 p.

Hvorfor lokker spilskærmene så meget? Motivation, psykologi og syv spillermotiver

Lieberoth, A., 2019, In: Kvan - et tidsskrift for læreruddannelsen og folkeskolen. 114

Mixed methods I aktionsforskning: design, analyse og forskeres blinde vinkler

Lieberoth, A., 2019, Aktionsforskning indefra og udefra. Sonne Kam Sunesen, M. (ed.). Dafolo, p. 143 162 p.

Mixed methods som aktionsforskning: design, analyse og forskeres blinde vinkler

Lieberoth, A., 2019, Aktionsforskning: indefra og udefra. Sunesen, M. S. K. (ed.). Frederikshavn: Dafolo, p. 143-162 (Undervisning og læring).

Same game, different impact: Diagnosing the successes and failures of one game-based intervention across four schools

Lieberoth, A., Hanghøj, T. & Misfeldt, M., 2019, Proceedings of the 2018 Connected Learning Summit. Kalir, J. H. (ed.). Pittsburgh: ETC Press, p. 148-157

We will eat disgusting foods together – evidence of the normative basis of Western entomophagy-disgust from an insect tasting

Jensen, N. H. & Lieberoth, A., 2019, In: Food Quality and Preference. 72, p. 109-115 7 p.

pwning n00bs for highschool credit? A map of modes and expectations for 11 Danish eSports programs

Lieberoth, A. & Fiskaali, A., 11 Oct 2018. 1 p.

Findes "smartphone-afhængighed"? amerikansk forsker afliver seks myter

Lieberoth, A., 2 Jul 2018

Can cooperative video games encourage social and motivational inclusion of at-risk students?

Hanghøj, T., Lieberoth, A. & Misfeldt, M., 1 Jul 2018, In: British Journal of Educational Technology. 49, 4, p. 775-799 25 p.

Findes 'teknologiafhængighed'? amerikansk forsker afliver seks myter

Lieberoth, A., 24 Jun 2018

Drop frygten for 'farlige' computerspil: selv bedstemor bør game

Gamborg, M. L., Lieberoth, A. & Mehlsen, M., 6 Mar 2018

A weak scientific basis for gaming disorder: let us err on the side of caution

van Rooij, A. J., Ferguson, C. J., Colder Carras, M., Kardefelt-Winther, D., Shi, J., Aarseth, E., Bean, A. M., Bergmark, K. H., Bruss, A., Coulson, M., Deleuze, J., Dullur, P., Dunkels, E., Edman, J., Elson, M., Etchells, P. J., Fiskaali, A., Granic, I., Jansz, J., Karlsen, F., Kaye, L. K., Kirsh, B., Lieberoth, A., Markey, P., Mills, K. L., Nielsen, R. K. L., Orben, A., Poulsen, A., Prause, N., Prax, P., Quandt, T., Schimmenti, A., Starcevic, V., Stutman, G., Turner, N. E., van Looy, J. & Przybylski, A. K., 2018, In: Journal of Behavioral Addictions. 7, 1, p. 1-9 9 p.

Climbing the ranks in hard mode: a look into how the competitive environment of Danish e-sport academies affects young gamers

Fiskaali, A., Lieberoth, A. & Spindler, H., 2018.

Meget mere gaming tak

Gamborg, M. L., Lieberoth, A. & Mehlsen, M., 2018, In: P Psykologernes fagmagasin. 4, 2, p. 26-31 6 p.

Psychology and role-playing games

Bowman, S. L. & Lieberoth, A., 2018, Role-playing game studies : transmedia foundations. Zagal, J. P. & Deterding, S. (eds.). New York: Routledge, p. 245-264

Selective psychological effects of nudging, gamification and rational information in converting commuters from cars to buses: A controlled field experiment

Lieberoth, A., Jensen, N. H. & Bredahl, T. V. G., 2018, In: Transportation Research. Part F: Traffic Psychology and Behaviour. 55, May, p. 246-261 16 p.

The gamified self: the inevitable marriage of self-tracking to game thinking and the paraludic mindset

Lieberoth, A., 6 Aug 2017. 21 p.

Role playing research before Dungeons and Dragons: what psychologists know about the effects on behavior, body and attitude formation

Lieberoth, A., 11 Apr 2017.


Jensen, N. H. (ed.), Lieberoth, A. (ed.) & Dalsgaard, T. (ed.), Jan 2017, Aarhus: Plurafutura Publishing. 381 p.

Introduktion, Hvad er Adfærdsdesign?

Jensen, N. H. & Lieberoth, A., Jan 2017, Adfærdsdesign. Jensen, N. H., Lieberoth, A. & Dalsgaard, T. (eds.). Aarhus: Aarhus Universitetsforlag, p. 19-47 29 p.

Developing professional "game teacher" repertoires: describing participants and measuring effects in a Danish college course on game based learning

Lieberoth, A. & Hanghøj, T., 2017, Proceedings of the 11th European Conference on Games Based Learning, ECGBL 2017. Pivic, M. & Grundler, J. (eds.). Academic Conferences and Publishing International Limited, p. 377-386 10 p.

Gamification og spilpsykologi som adfærdsdesign

Lieberoth, A., 2017, Adfærdsdesign. Jensen, N. H., Lieberoth, A. & Dalsgaard, T. (eds.). Plurafutura Publishing, p. 193-221 29 p.

Tænk, hvis Stauning var gået i krig mod Hitler

Lieberoth, A. & Poulsen, J. A., 2017, Hvad er scenariedidaktik?. Hanghøj, T., Misfeldt, M., Bundsgaard, J., Fought Skov, S. & Hetmar, V. (eds.). Aarhus: Aarhus Universitetsforlag, p. 194-215 22 p. (Didaktiske Studier, Vol. 2).

The effect of points and audio on concentration, engagement, enjoyment, learning, motivation, and classroom dynamics using Kahoot!

Wang, A. I. & Lieberoth, A., 7 Oct 2016, Proceedings from the 10th European Conference of Game Based Learning. Connolly, T. & Boyle, L. (eds.). Reading, UK: Academic Conferences and Publishing International Limited, p. 737-748 9 p.

Differential effects of gamification, nudging and rational information on travel behavior: a field experiment

Lieberoth, A., Jensen, N. H., Skovgaard, T. & Bredahl, T. V. G., 28 Aug 2016.

DiffGame: Game-based mathematics learning for physics

Pedersen, M. K., Svenningsen, A., Dohn, N. B., Lieberoth, A. & Sherson, J., 20 Jul 2016, In: Procedia - Social and Behavioral Sciences. 228, p. 316-322 7 p.

Virtual learning environment for interactive engagement with advanced quantum mechanics

Pedersen, M. K., Skyum, B., Heck, R., Müller, R., Bason, M., Lieberoth, A. & Sherson, J., 18 Apr 2016, In: Physical Review Physics Education Research. 12, 1, 6 p., 013102.

Exploring the Quantum Speed Limit with Computer Games

Sørensen, J. J. W. H., Pedersen, M. K., Munch, M. K., Haikka, P., Jensen, J. H., Planke, T., Andreasen, M. G., Gajdacz, M., Mølmer, K., Lieberoth, A. & Sherson, J. F., 13 Apr 2016, In: Nature. 532, 7598, p. 210-213 4 p.

2016 - is gamification still bullshit? a review of our experimental research

Lieberoth, A., 22 Jan 2016.

3D Wire 2015: gamification report

Jordi, M., F, E., J. L., F., Lieberoth, A. & L, V., 2016, gecon.es. 59 p.

Knowledge Formation and Inter-Game Transfer With Classical and Quantum Physics

Pedersen, M. K., Borre, C. C., Lieberoth, A. & Sherson, J., 2016, Proceedings of the European Conference on Games-Based Learning. Academic Conferences Limited, p. 1010-1013 4 p. (Proceedings of the European Conference on Games-Based Learning).

Psychological effects of fantasy games on their players: a discourse-based look at the evidence

Lieberoth, A. & Trier-Knudsen, J., 2016, The Role-Playing Society: Essays on the Cultural Influence of Role-Playing Games. Byers, A. & Crocco, F. (eds.). McFarland, p. 46-71 26 p.

Testing gamification scientifically: the piecemeal approach

Lieberoth, A., 9 Apr 2015.

April 9th 1940, the Nazis are coming: a correlational study of history game’s mixed effects on knowledge, attitudes and thinking skills

Lieberoth, A., 2015. 16 p.

Deep and shallow gamification in marketing: Thin evidence and the forgotten powers of really good games

Lieberoth, A., Møller, M. & Marin, A. C., 2015, Engaging Consumers through Branded Entertainment and Convergent Media. Martí-Parreño, J., Ruiz-Mafé, C. & Scribner, L. L. (eds.). Hershey, PA: IGI global, p. 110-126 17 p. (Advances in Marketing, Customer Relationship Management, and E-Services (AMCRMES)).

Dilemmaspillet 9. april 1940: kontrafaktisk historie og eksperimenter i Staunings sted

Lieberoth, A. & Brunbech, P. J. Y., 2015, In: NOTER. 204, p. 52-55 3 p.

Mixed methods in game research: Playing on strengths and countering weaknesses

Lieberoth, A. & Roepstorff, A., 2015, Game research methods: An overview. Lankoski, P. & Björk, S. (eds.). ETC Press, p. 271-290 20 p.

Play or science? a study of learning and framing in crowdscience

Lieberoth, A., Pedersen, M. K. & Sherson, J., 2015, In: Well Played. 4, 2, p. 30-55 26 p.

Sex, violence and learning: Assessing game effects

Lieberoth, A., Wellnitz, K. B. & Aagaard, J., 2015, Game Research Methods: An Overview. Lankoski, P. & Björk, S. (eds.). Pittsburgh, PA: ETC Press, p. 175-192 18 p.

Shallow gamification: Testing psychological effects of framing an activity as a game

Lieberoth, A., 2015, In: Games and Culture: A Journal of Interactive Media. 10, 3, p. 229-248 20 p.

What really works in gamification? Short answer: we don’t know, so let’s start thinking like experimenters

Lieberoth, A., 2015, In: E-learning Papers. 43, 4 p.

Gaming - psykologisk syn på digitale spil fra fritid til klasserum

Lieberoth, A., Dec 2014, In: Psykologisk Set. 96, p. 26-33 8 p.

Wireless EEG for field study: Checking the data quality

Weed, E., Kratschmer, A. R., Lieberoth, A. & Pedersen, M. N., 26 May 2014.

Forvirring blandt forskere? Konsekvenser af computerspil fremstilles vidt forskelligt

Lieberoth, A., 16 Feb 2014, In: Videnskab.dk [online].

Designing enduring experiences: Games, learning and the psychology of memory

Lieberoth, A., 2014, Aarhus: Aarhus University. School of Business and Social Sciences. Department of Psychology and Behavioral Sciences. 212 p.

Getting humans to do quantum optimization: user acquisition, engagement and early results from the citizen cyberscience game Quantum Moves

Lieberoth, A., Pedersen, M. K., Marin, A. C., Planke, T. & Sherson, J., 2014, In: Human Computation. 1, 2, p. 219-244 6 p.

Forført af hjernen? Lær at skelne vrøvl fra videnskab i populærhjerneforskningens vidunderlige verden

Lieberoth, A., 1 Apr 2013, In: Psykologisk Set. 30, 89, p. 31-38 8 p.

Hukommelsessystemer og oplevelseslæring: Hvordan forvandler hjernen episoder til semantisk viden?

Lieberoth, A., 2013, In: Cursiv. 11, p. 59-82 24 p.

let’s throw in some playing pieces…: framing cooperation as a game adds fun but not motivation

Lieberoth, A., 2013.

Kan spil forbedre din hjerne?

Lieberoth, A., 21 Oct 2012, In: Videnskab.dk [online].

Dengang rollespil var farligt

Lieberoth, A., 10 Sep 2012, In: Videnskab.dk [online].

Similarity of social information processes in games and rituals: Magical interface

Harviainen, J. T. & Lieberoth, A., Aug 2012, In: Simulation & Gaming. 43 , 4, p. 528-549 22 p.

Spilbloggen: Kan Xbox lokke dig til at motionere?

Lieberoth, A., 29 Jul 2012, In: Videnskab.dk [online].

Spilbloggen: Hvorfor snyder vi i WordFeud?

Lieberoth, A., 23 May 2012, In: Videnskab.dk [online].

The science of memory - and how it should affect design of games for outside education

Lieberoth, A., 1 Feb 2012, Eco-education handbook: Research in and experience with Teaching/Learning Methods. Aarhus: Children and Youth Department, Aarhus Municipality, Denmark., p. 9-13 5 p.

Religion and the emergence of human imagination

Lieberoth, A., 1 Jan 2012, Origins of Religion, Cognition and Culture. Acumen Publishing Limited, p. 160-177 18 p.

Can Autobiographical Memories Create Better Learning? The Case of a Scary Game

Lieberoth, A. & Hansen, F. A., 2011, Proceedings of ECGBL 2011. The 5th European Conference on Games Based Learning. Gouscos, D. & Meimaris, M. (eds.). p. 350-357 8 p.

The evolution of martyrdom? considerations in the study of religious self-sacrifice

Lieberoth, A., 1 Mar 2009, Human characteristics: Evolutionary perspectives on human mind and kind. Høegh-Olesen, H., Tønnesvang, J. & Bertelsen, P. (eds.). Cambridge : Cambridge Scholars Publishing, p. 274-295 11 p.

Are You the Daddy? Comparing Fantasy Play in Children and Adults through Vivian Gussin Paley’s A Child’s Work

Lieberoth, A., 2008, Playground Worlds: Research & Theory. Montola, M. & Stenros, J. (eds.). Ropecon ry, p. 206-215 9 p.