Aarhus University Seal

Andreas Lieberoth

  1. 2022
  2. Published

    COVIDiSTRESS diverse dataset on psychological and behavioural outcomes one year into the COVID-19 pandemic. / Blackburn, Angelique; Vestergreen, Sara; COVIDiSTRESS global survey II.

    In: Scientific Data, Vol. 9, 331, 06.2022.

    Research output: Contribution to journal/Conference contribution in journal/Contribution to newspaperJournal articleResearchpeer-review

  3. Published

    Researchers should avoid causally attributing suicide to video game play as a single factor. / Etchells, Peter J; Davidson, Brittany I; Kaye, Linda K et al.

    In: Perspectives in Psychiatric Care, Vol. 58, No. 2, 04.2022, p. 880-882.

    Research output: Contribution to journal/Conference contribution in journal/Contribution to newspaperComment/debate/letter to the editorResearch

  4. Accepted/In press

    At tale med børn om leg. / Lasthein Lehrmann, Astrid; Strand, Pernille; Lieberoth, Andreas et al.

    In: Pædagogisk Psykologisk Tidsskrift, Vol. 2023, No. 1, 2022.

    Research output: Contribution to journal/Conference contribution in journal/Contribution to newspaperJournal articleResearchpeer-review

  5. Published

    Digital leg i danske børnehaver : – en national kortlægning af barrierer, holdninger og populære redskaber. / Lieberoth, Andreas; Størup, Jan Ole; Winther-Lindqvist, Ditte Alexandra.

    In: BUKS - Tidsskrift for Børne- og Ungdomskultur, Vol. 38, No. 66, 2022, p. 183-203.

    Research output: Contribution to journal/Conference contribution in journal/Contribution to newspaperJournal articleResearchpeer-review

  6. Accepted/In press

    Digitale børns trivsel, læring og deltagelse : og hvordan diagnosesproget stak af med skærmdebatten. / Lieberoth, Andreas.

    Efter inklusionen: institutionen og den pædagogiske strategi. ed. / Claus Holm; Louise Bøttcher. U Press, 2022.

    Research output: Contribution to book/anthology/report/proceedingBook chapterResearchpeer-review

  7. Published

    Må jeg være med? En forskningsrapport om leg, inklusion og fællesskab i skolen. / Skovbjerg, Helle Marie; Hansen, Janne Hedegaard; Sand, Anne-Lene et al.

    Designskolen Kolding, 2022. 62 p.

    Research output: Book/anthology/dissertation/reportReportResearch

  8. E-pub ahead of print

    What’s the problem with "screen time"? A content analysis of dominant voices and worries in three years of national print media. / Størup, Jan Ole; Lieberoth, Andreas.

    In: Convergence: The International Journal of Research into New Media Technologies, 2022.

    Research output: Contribution to journal/Conference contribution in journal/Contribution to newspaperJournal articleResearchpeer-review

  9. 2021
  10. Published

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

    2021. Abstract from Video games and noncommunicable diseases - WHO expert meeting 2021, Moscow, Russian Federation.

    Research output: Contribution to conferenceConference abstract for conferenceCommunication

  11. Published

    WHO expert meeting contribution: Using gamification for behavior change - a critical overview of limits and opportunities. / Lieberoth, Andreas.

    2021. Abstract from Video games and noncommunicable diseases - WHO expert meeting 2021, Moscow, Russian Federation.

    Research output: Contribution to conferenceConference abstract for conferenceCommunication

  12. Published

    Replicating the Disease framing problem during the 2020 COVID-19 pandemic : A study of stress, worry, trust, and choice under risk. / Rachev, Nikolay R.; Han, Hyemin; Lacko, David et al.

    In: PLOS ONE, Vol. 16, No. 9 , e0257151, 09.2021.

    Research output: Contribution to journal/Conference contribution in journal/Contribution to newspaperJournal articleResearchpeer-review

  13. Published

    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, Andreas; Lin, Shiang-Yi; Stöckli, Sabrina et al.

    In: Royal Society Open Science, Vol. 8, No. 2, 200589, 02.2021.

    Research output: Contribution to journal/Conference contribution in journal/Contribution to newspaperJournal articleResearchpeer-review

  14. Published

    COVIDiSTRESS Global Survey dataset on psychological and behavioural consequences of the COVID-19 outbreak. / Yamada, Yuki; Ćepulić, Dominik-Borna; Coll-Martín, Tao et al.

    In: Scientific Data, Vol. 8, No. 1, 3, 01.2021.

    Research output: Contribution to journal/Conference contribution in journal/Contribution to newspaperJournal articleResearchpeer-review

  15. Published

    How Socially Sustainable Is Social Media Gamification? A Look into Snapchat, Facebook, Twitter and Instagram. / Hristova, Dayana; Lieberoth, Andreas.

    Gamification for Organizations and Social Change. ed. / A. Spanellis; Harviainen J. T. Cham : Palgrave Macmillan, 2021. p. 225-245.

    Research output: Contribution to book/anthology/report/proceedingBook chapterResearchpeer-review

  16. Unpublished

    Varieties of digital experiences in Danish kindergartens : data from a large-scale mixed methods study. / Lieberoth, Andreas; Størup, Jan Ole; Winther-Lindqvist, Ditte Alexandra.

    2021. Abstract from Digitising Early Childhood (2020 conference postponed to 2021), Milan, Italy.

    Research output: Contribution to conferenceConference abstract for conferenceResearchpeer-review

  17. 2020
  18. Published

    Digital Nadver og digitalt nærvær? mediepsykologiske perspektiver på sociale relationer i en skærmtid. / Lieberoth, Andreas.

    2020. Abstract from Nadver, nærvær og medialitet, Aarhus, Denmark.

    Research output: Contribution to conferenceConference abstract for conferenceResearch

  19. Published

    Who is the Most Stressed During the COVID-19 Pandemic? Data From 26 Countries and Areas. / Kowal, Marta; Coll-Martín, Tao; Ikizer, Gözde et al.

    In: Applied Psychology: Health and Well-Being, Vol. 12, No. 4, 12.2020, p. 946-966.

    Research output: Contribution to journal/Conference contribution in journal/Contribution to newspaperJournal articleResearchpeer-review

  20. Published

    Fantasi. / Lieberoth, Andreas.

    Aarhus : Aarhus Universitetsforlag, 2020. 60 p. (Tænkepauser).

    Research output: Book/anthology/dissertation/reportBookResearchpeer-review

  21. Published

    Retraction Note : Exploring the quantum speed limit with computer games (Nature, (2016), 532, 7598, (210-213), 10.1038/nature17620). / Sørensen, Jens Jakob W.H.; Pedersen, Mads Kock; Munch, Michael et al.

    In: Nature, Vol. 584, No. 7821, 20.08.2020, p. 484.

    Research output: Contribution to journal/Conference contribution in journal/Contribution to newspaperComment/debate/letter to the editorResearchpeer-review

  22. Published

    Ten considerations for effectively managing the COVID-19 transition. / Habersaat, Katrine Bach; Betsch, Cornelia; Danchin, Margie et al.

    In: Nature Human Behavior, Vol. 4, No. 7, 07.2020, p. 677-687.

    Research output: Contribution to journal/Conference contribution in journal/Contribution to newspaperReviewResearchpeer-review

  23. Published

    Designing playful, tangible self-report tools to give the child a voice. / Hijkoop, Vera; Bekker, Tilde; Skovbjerg, Helle Marie et al.

    IDC '20: Proceedings of the 2020 ACM Interaction Design and Children Conference: Extended Abstracts. New York : Association for Computing Machinery, 2020. p. 344-349.

    Research output: Contribution to book/anthology/report/proceedingArticle in proceedingsResearchpeer-review

  24. Published

    Automatic Novelty Detection in LEGO Ducks. / Ferguson, Marc; Deterding, Sebastian; Lieberoth, Andreas et al.

    2020. Paper presented at International Conference on Computational Creativity, Coimbra, Portugal.

    Research output: Contribution to conferencePaperResearchpeer-review

  25. Published

    Editorial Expression of Concern: Exploring the quantum speed limit with computer games (Nature). / Sørensen, Jens Jakob W.H.; Pedersen, Mads Kock; Munch, Michael et al.

    In: Nature, Vol. 581, No. 7808, E7, 05.2020.

    Research output: Contribution to journal/Conference contribution in journal/Contribution to newspaperComment/debate/letter to the editorResearchpeer-review

  26. Published

    Can worried parents predict effects of video games on their children? A case-control study of cognitive abilities, wellbeing and addiction indicators. / Lieberoth, Andreas; Fiskaali, Anne.

    In: Frontiers in Psychology, Vol. 11, 2020.

    Research output: Contribution to journal/Conference contribution in journal/Contribution to newspaperJournal articleResearchpeer-review

  27. Published

    Exploring institutionalised esport in high school : A mixed methods study of well-being. / Fiskaali, Anne; Lieberoth, Andreas; Spindler, Helle.

    Proceedings of the 14th European Conference on Game Based Learning, ECGBL 2020. ed. / Panagiotis Fotaris. Reading : Academic Conferences and Publishing International Limited, 2020. p. 160-167.

    Research output: Contribution to book/anthology/report/proceedingArticle in proceedingsResearchpeer-review

  28. Published

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

    2020. Paper presented at Children's Health, Well-being, Education and Rights, Prishtina, Bosnia and Herzegovina.

    Research output: Contribution to conferencePaperCommunication

  29. Published

    Hvem sidder dér bag skærmen... og hvem hjælper? national kortlægning af brugen af digitale medier i børnehaver og vuggestuer. / Størup, Jan Ole; Winther-Lindqvist, Ditte Alexandra; Lieberoth, Andreas.

    København : Aarhus Universitet, DPU, 2020. 76 p.

    Research output: Book/anthology/dissertation/reportReportResearchpeer-review

  30. Published

    Kreative kulturer og fantasi som fælles forehavende. / Lieberoth, Andreas.

    In: Unge Paedagoger, Vol. 2020, No. 4, 7, 2020.

    Research output: Contribution to journal/Conference contribution in journal/Contribution to newspaperJournal articleCommunication

  31. Unpublished

    Patterns in parental worry over digital screen time – a factor analytical approach. / Lieberoth, Andreas.

    2020. Abstract from British Psychological Society Cyberpsychology section annual conference, Nottingham, United Kingdom.

    Research output: Contribution to conferenceConference abstract for conferenceResearchpeer-review

  32. Published

    Snapchat Streaks : How Adolescents Metagame Gamification in Social Media. / Hristova, Dayana; Dumit, Joseph; Lieberoth, Andreas et al.

    Proceedings of the 4th International GamiFIN Conference. ed. / Jonna Koivisto; Mila Bujić ; Juho Hamari. CEUR-WS.org, 2020. p. 126-135.

    Research output: Contribution to book/anthology/report/proceedingArticle in proceedingsResearchpeer-review

  33. Published

    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, Andreas.

    2020. Abstract from Gamifin, Finland.

    Research output: Contribution to conferenceConference abstract for conferenceResearch

  34. Submitted

    What makes parents worry about screen time? testing maximizing, attitudes to play and subscription to neuromyths as psychological predictors. / Lieberoth, Andreas; Lundsgård, Stine Strøm.

    In: Computers in Human Behavior, 2020.

    Research output: Contribution to journal/Conference contribution in journal/Contribution to newspaperJournal articleResearchpeer-review

  35. 2019
  36. Published

    Digitalisering og unges mentale sundhed. / Lieberoth, Andreas.

    2019. Abstract from Unges Mentale Sundhed, Aalborg, Denmark.

    Research output: Contribution to conferenceConference abstract for conferenceResearch

  37. Published

    Skærm / skærm ikke : Rapport om skolers mobilregler Hvorfor? Hvordan? Hvad virker? / Lieberoth, Andreas.

    DPU, Aarhus Universitet, 2019. 52 p.

    Research output: Book/anthology/dissertation/reportReportResearch

  38. Published

    Hvorfor lokker spilskærmene så meget? Motivation, psykologi og syv spillermotiver. / Lieberoth, Andreas.

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

    Research output: Contribution to journal/Conference contribution in journal/Contribution to newspaperJournal articleCommunication

  39. Published

    Mixed methods I aktionsforskning : design, analyse og forskeres blinde vinkler. / Lieberoth, Andreas.

    Aktionsforskning indefra og udefra. ed. / Micki Sonne Kam Sunesen. Dafolo, 2019. p. 143.

    Research output: Contribution to book/anthology/report/proceedingBook chapterEducationpeer-review

  40. Published

    Mixed methods som aktionsforskning : design, analyse og forskeres blinde vinkler. / Lieberoth, Andreas.

    Aktionsforskning: indefra og udefra. ed. / Micki Sonne Kaa Sunesen. Frederikshavn : Dafolo, 2019. p. 143-162 (Undervisning og læring).

    Research output: Contribution to book/anthology/report/proceedingBook chapterEducationpeer-review

  41. Published

    Same game, different impact : Diagnosing the successes and failures of one game-based intervention across four schools. / Lieberoth, Andreas; Hanghøj, Thorkild; Misfeldt, Morten.

    Proceedings of the 2018 Connected Learning Summit. ed. / Jeremiah H. Kalir. Pittsburgh : ETC Press, 2019. p. 148-157.

    Research output: Contribution to book/anthology/report/proceedingArticle in proceedingsResearchpeer-review

  42. Published

    We will eat disgusting foods together – evidence of the normative basis of Western entomophagy-disgust from an insect tasting. / Jensen, Niels Holm; Lieberoth, Andreas.

    In: Food Quality and Preference, Vol. 72, 2019, p. 109-115.

    Research output: Contribution to journal/Conference contribution in journal/Contribution to newspaperJournal articleResearchpeer-review

  43. 2018
  44. Published

    pwning n00bs for highschool credit? A map of modes and expectations for 11 Danish eSports programs. / Lieberoth, Andreas; Fiskaali, Anne.

    2018. Abstract from University of California Irvine eSports Conference 2018, Irvine, United States.

    Research output: Contribution to conferenceConference abstract for conferenceResearchpeer-review

  45. Published

    Findes "smartphone-afhængighed"? amerikansk forsker afliver seks myter. / Lieberoth, Andreas.

    2018Debat. (KommunikationsForum).

    Research output: Other contributionNet publication - Internet publicationCommunication

  46. Published

    Can cooperative video games encourage social and motivational inclusion of at-risk students? / Hanghøj, Thorkild; Lieberoth, Andreas; Misfeldt, Morten.

    In: British Journal of Educational Technology, Vol. 49, No. 4, 01.07.2018, p. 775-799.

    Research output: Contribution to journal/Conference contribution in journal/Contribution to newspaperJournal articleResearchpeer-review

  47. Published

    Findes 'teknologiafhængighed'? amerikansk forsker afliver seks myter. / Lieberoth, Andreas.

    2018ForskerZonen.

    Research output: Other contributionNet publication - Internet publicationCommunication

  48. Published

    Drop frygten for 'farlige' computerspil : selv bedstemor bør game. / Gamborg, Maria Louise; Lieberoth, Andreas; Mehlsen, Mimi.

    2018Forskerzonen.

    Research output: Other contributionNet publication - Internet publicationCommunication

  49. Published

    A weak scientific basis for gaming disorder : let us err on the side of caution. / van Rooij, Antonius J; Ferguson, Christopher J; Colder Carras, Michelle et al.

    In: Journal of Behavioral Addictions, Vol. 7, No. 1, 2018, p. 1-9.

    Research output: Contribution to journal/Conference contribution in journal/Contribution to newspaperJournal articleResearchpeer-review

  50. Published

    Climbing the ranks in hard mode: a look into how the competitive environment of Danish e-sport academies affects young gamers. / Fiskaali, Anne; Lieberoth, Andreas; Spindler, Helle.

    2018. Poster session presented at University of California Irvine eSports Conference 2018, Irvine, United States.

    Research output: Contribution to conferencePosterResearchpeer-review

  51. Published

    Meget mere gaming tak. / Gamborg, Maria Louise; Lieberoth, Andreas; Mehlsen, Mimi.

    In: P Psykologernes fagmagasin, Vol. 4, No. 2, 2018, p. 26-31.

    Research output: Contribution to journal/Conference contribution in journal/Contribution to newspaperJournal articleCommunication

  52. Published

    Psychology and role-playing games. / Bowman, Sarah Lynne; Lieberoth, Andreas.

    Role-playing game studies : transmedia foundations. ed. / José P. Zagal; Sebastian Deterding. New York : Routledge, 2018. p. 245-264.

    Research output: Contribution to book/anthology/report/proceedingBook chapterResearchpeer-review

  53. Published

    Selective psychological effects of nudging, gamification and rational information in converting commuters from cars to buses : A controlled field experiment. / Lieberoth, Andreas; Jensen, Niels Holm; Bredahl, Thomas Viskum Gjelstrup.

    In: Transportation Research. Part F: Traffic Psychology and Behaviour, Vol. 55, No. May, 2018, p. 246-261.

    Research output: Contribution to journal/Conference contribution in journal/Contribution to newspaperJournal articleResearchpeer-review

  54. 2017
  55. Published

    The gamified self : the inevitable marriage of self-tracking to game thinking and the paraludic mindset. / Lieberoth, Andreas.

    2017. Abstract from AIAS conference: Metric culture, Aarhus, Denmark.

    Research output: Contribution to conferenceConference abstract for conferenceResearch

  56. Published

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

    2017. Abstract from 2017 International eduLARP conference, Hobro, Denmark.

    Research output: Contribution to conferenceConference abstract for conferenceResearch

  57. Published

    Adfærdsdesign. / Jensen, Niels Holm (Editor); Lieberoth, Andreas (Editor); Dalsgaard, Thomas (Editor).

    Aarhus : Plurafutura Publishing, 2017. 381 p.

    Research output: Book/anthology/dissertation/reportAnthologyResearchpeer-review

  58. Published

    Introduktion, Hvad er Adfærdsdesign? / Jensen, Niels Holm; Lieberoth, Andreas.

    Adfærdsdesign. ed. / Niels Holm Jensen; Andreas Lieberoth; Thomas Dalsgaard. Aarhus : Aarhus Universitetsforlag, 2017. p. 19-47.

    Research output: Contribution to book/anthology/report/proceedingBook chapterResearch

  59. Published

    Developing professional "game teacher" repertoires : describing participants and measuring effects in a Danish college course on game based learning. / Lieberoth, Andreas; Hanghøj, Thorkild.

    Proceedings of the 11th European Conference on Games Based Learning, ECGBL 2017. ed. / Maja Pivic; Josef Grundler. Academic Conferences and Publishing International Limited, 2017. p. 377-386.

    Research output: Contribution to book/anthology/report/proceedingArticle in proceedingsResearchpeer-review

  60. Published

    Gamification og spilpsykologi som adfærdsdesign. / Lieberoth, Andreas.

    Adfærdsdesign. ed. / Niels Holm Jensen; Andreas Lieberoth; Thomas Dalsgaard. Plurafutura Publishing, 2017. p. 193-221.

    Research output: Contribution to book/anthology/report/proceedingBook chapterResearchpeer-review

  61. Published

    Tænk, hvis Stauning var gået i krig mod Hitler. / Lieberoth, Andreas; Poulsen, Jens Aage.

    Hvad er scenariedidaktik?. ed. / Thorkild Hanghøj; Morten Misfeldt; Jeppe Bundsgaard; Simon Fought Skov; Vibeke Hetmar. Aarhus : Aarhus Universitetsforlag, 2017. p. 194-215 (Didaktiske Studier, Vol. 2).

    Research output: Contribution to book/anthology/report/proceedingBook chapterResearchpeer-review

  62. 2016
  63. Published

    The effect of points and audio on concentration, engagement, enjoyment, learning, motivation, and classroom dynamics using Kahoot! / Wang, Alf Inge; Lieberoth, Andreas.

    Proceedings from the 10th European Conference of Game Based Learning. ed. / Thomas Connolly; Liz Boyle. Reading, UK : Academic Conferences and Publishing International Limited, 2016. p. 737-748.

    Research output: Contribution to book/anthology/report/proceedingArticle in proceedingsResearchpeer-review

  64. Published

    Differential effects of gamification, nudging and rational information on travel behavior : a field experiment. / Lieberoth, Andreas; Jensen, Niels Holm; Skovgaard, Thomas et al.

    2016. Abstract from Game Scope, Aalborg, Denmark.

    Research output: Contribution to conferenceConference abstract for conferenceResearchpeer-review

  65. Published

    DiffGame : Game-based mathematics learning for physics. / Pedersen, Mads Kock; Svenningsen, Anette; Dohn, Niels Bonderup et al.

    In: Procedia - Social and Behavioral Sciences, Vol. 228, 20.07.2016, p. 316-322.

    Research output: Contribution to journal/Conference contribution in journal/Contribution to newspaperJournal articleResearchpeer-review

  66. Published

    Virtual learning environment for interactive engagement with advanced quantum mechanics. / Pedersen, Mads Kock; Skyum, Birk; Heck, Robert et al.

    In: Physical Review Physics Education Research, Vol. 12, No. 1, 013102, 18.04.2016.

    Research output: Contribution to journal/Conference contribution in journal/Contribution to newspaperJournal articleResearchpeer-review

  67. Published

    Exploring the Quantum Speed Limit with Computer Games. / Sørensen, Jens Jakob Winther Hedemann; Pedersen, Mads Kock; Munch, Michael Kulmback et al.

    In: Nature, Vol. 532, No. 7598, 13.04.2016, p. 210-213.

    Research output: Contribution to journal/Conference contribution in journal/Contribution to newspaperJournal articleResearchpeer-review

  68. Published

    2016 - is gamification still bullshit? a review of our experimental research. / Lieberoth, Andreas.

    2016. Abstract from 'Concerns About Video Games And The Video Games Of Concern, Copenhagen, Denmark.

    Research output: Contribution to conferenceConference abstract for conferenceResearchpeer-review

  69. Published

    3D Wire 2015 : gamification report. / Jordi, Moréton; F, Escribano; J. L., Farias et al.

    gecon.es, 2016. 59 p.

    Research output: Book/anthology/dissertation/reportReportResearch

  70. Published

    Knowledge Formation and Inter-Game Transfer With Classical and Quantum Physics. / Pedersen, Mads Kock; Borre, Camilla Clement; Lieberoth, Andreas et al.

    Proceedings of the European Conference on Games-Based Learning. Academic Conferences Limited, 2016. p. 1010-1013 (Proceedings of the European Conference on Games-Based Learning).

    Research output: Contribution to book/anthology/report/proceedingArticle in proceedingsResearchpeer-review

  71. Published

    Psychological effects of fantasy games on their players : a discourse-based look at the evidence. / Lieberoth, Andreas; Trier-Knudsen, Jonas.

    The Role-Playing Society: Essays on the Cultural Influence of Role-Playing Games. ed. / Andrew Byers; Francesco Crocco. McFarland, 2016. p. 46-71.

    Research output: Contribution to book/anthology/report/proceedingBook chapterResearchpeer-review

  72. 2015
  73. Published

    Testing gamification scientifically : the piecemeal approach. / Lieberoth, Andreas.

    2015. Paper presented at Counterplay 15, Aarhus, Denmark.

    Research output: Contribution to conferencePaperCommunication

  74. Published

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

    2015. Paper presented at ECGBL 2015, Steinkjer, Norway.

    Research output: Contribution to conferencePaperResearchpeer-review

  75. Published

    Deep and shallow gamification in marketing : Thin evidence and the forgotten powers of really good games. / Lieberoth, Andreas; Møller, Max; Marin, Andreea Catalina.

    Engaging Consumers through Branded Entertainment and Convergent Media. ed. / José Martí-Parreño; Carla Ruiz-Mafé; Lisa L. Scribner. Hershey, PA : IGI global, 2015. p. 110-126 (Advances in Marketing, Customer Relationship Management, and E-Services (AMCRMES)).

    Research output: Contribution to book/anthology/report/proceedingBook chapterCommunication

  76. Published

    Dilemmaspillet 9. april 1940 : kontrafaktisk historie og eksperimenter i Staunings sted. / Lieberoth, Andreas; Brunbech, Peter Johan Yding.

    In: NOTER, Vol. 204, 2015, p. 52-55.

    Research output: Contribution to journal/Conference contribution in journal/Contribution to newspaperJournal articleCommunication

  77. Published

    Mixed methods in game research : Playing on strengths and countering weaknesses. / Lieberoth, Andreas; Roepstorff, Andreas.

    Game research methods: An overview. ed. / Petri Lankoski; Staffan Björk. ETC Press, 2015. p. 271-290.

    Research output: Contribution to book/anthology/report/proceedingBook chapterResearch

  78. Published

    Play or science? a study of learning and framing in crowdscience. / Lieberoth, Andreas; Pedersen, Mads Kock; Sherson, Jacob.

    In: Well Played, Vol. 4, No. 2, 2015, p. 30-55.

    Research output: Contribution to journal/Conference contribution in journal/Contribution to newspaperJournal articleResearchpeer-review

  79. Published

    Sex, violence and learning : Assessing game effects. / Lieberoth, Andreas; Wellnitz, Kaare Bro; Aagaard, Jesper.

    Game Research Methods: An Overview. ed. / Petri Lankoski; Staffan Björk. Pittsburgh, PA : ETC Press, 2015. p. 175-192.

    Research output: Contribution to book/anthology/report/proceedingBook chapterResearch

  80. Published

    Shallow gamification : Testing psychological effects of framing an activity as a game. / Lieberoth, Andreas.

    In: Games and Culture: A Journal of Interactive Media, Vol. 10, No. 3, 2015, p. 229-248.

    Research output: Contribution to journal/Conference contribution in journal/Contribution to newspaperJournal articleResearchpeer-review

  81. Published

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

    In: E-learning Papers, Vol. 43, 2015.

    Research output: Contribution to journal/Conference contribution in journal/Contribution to newspaperJournal articleCommunication

  82. 2014
  83. Published

    Gaming - psykologisk syn på digitale spil fra fritid til klasserum. / Lieberoth, Andreas.

    In: Psykologisk Set, No. 96, 12.2014, p. 26-33.

    Research output: Contribution to journal/Conference contribution in journal/Contribution to newspaperJournal articleResearch

  84. Published

    Wireless EEG for field study : Checking the data quality. / Weed, Ethan; Kratschmer, Alexandra Regina; Lieberoth, Andreas et al.

    2014. Poster session presented at CFIN/MINDLab Retreat 2014, Denmark.

    Research output: Contribution to conferencePosterResearch

  85. Published

    Forvirring blandt forskere? Konsekvenser af computerspil fremstilles vidt forskelligt. / Lieberoth, Andreas.

    In: Videnskab.dk [online], 16.02.2014.

    Research output: Contribution to journal/Conference contribution in journal/Contribution to newspaperComment/debate/letter to the editorCommunication

  86. Published

    Designing enduring experiences : Games, learning and the psychology of memory. / Lieberoth, Andreas.

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

    Research output: Book/anthology/dissertation/reportPh.D. thesis

  87. Published

    Getting humans to do quantum optimization : user acquisition, engagement and early results from the citizen cyberscience game Quantum Moves. / Lieberoth, Andreas; Pedersen, Mads Kock; Marin, Andreea Catalina et al.

    In: Human Computation, Vol. 1, No. 2, 2014, p. 219-244.

    Research output: Contribution to journal/Conference contribution in journal/Contribution to newspaperJournal articleResearchpeer-review

  88. 2013
  89. Published

    Forført af hjernen? Lær at skelne vrøvl fra videnskab i populærhjerneforskningens vidunderlige verden. / Lieberoth, Andreas.

    In: Psykologisk Set, Vol. 30, No. 89, 01.04.2013, p. 31-38.

    Research output: Contribution to journal/Conference contribution in journal/Contribution to newspaperJournal articleResearch

  90. Published

    Hukommelsessystemer og oplevelseslæring : Hvordan forvandler hjernen episoder til semantisk viden? / Lieberoth, Andreas.

    In: Cursiv, Vol. 11, 2013, p. 59-82.

    Research output: Contribution to journal/Conference contribution in journal/Contribution to newspaperJournal articleResearchpeer-review

  91. Published

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

    2013. Poster session presented at Cooperation: Why, How, and With Whom? , Aarhus, Denmark.

    Research output: Contribution to conferencePosterResearch

  92. 2012
  93. Published

    Kan spil forbedre din hjerne? / Lieberoth, Andreas.

    In: Videnskab.dk [online], 21.10.2012.

    Research output: Contribution to journal/Conference contribution in journal/Contribution to newspaperContribution to newspaper - Feature article

  94. Published

    Dengang rollespil var farligt. / Lieberoth, Andreas.

    In: Videnskab.dk [online], 10.09.2012.

    Research output: Contribution to journal/Conference contribution in journal/Contribution to newspaperComment/debate/letter to the editorCommunication

  95. Published

    Similarity of social information processes in games and rituals : Magical interface . / Harviainen, J. Tuomas; Lieberoth, Andreas.

    In: Simulation & Gaming, Vol. 43 , No. 4, 08.2012, p. 528-549.

    Research output: Contribution to journal/Conference contribution in journal/Contribution to newspaperJournal articleResearchpeer-review

  96. Published

    Spilbloggen: Kan Xbox lokke dig til at motionere? / Lieberoth, Andreas.

    In: Videnskab.dk [online], 29.07.2012.

    Research output: Contribution to journal/Conference contribution in journal/Contribution to newspaperContribution to newspaper - Feature article

  97. Published

    Spilbloggen: Hvorfor snyder vi i WordFeud? / Lieberoth, Andreas.

    In: Videnskab.dk [online], 23.05.2012.

    Research output: Contribution to journal/Conference contribution in journal/Contribution to newspaperContribution to newspaper - Feature article

  98. Published

    The science of memory - and how it should affect design of games for outside education. / Lieberoth, Andreas.

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

    Research output: Contribution to book/anthology/report/proceedingReport chapterCommissioned

  99. Published

    Religion and the emergence of human imagination. / Lieberoth, Andreas.

    Origins of Religion, Cognition and Culture. Acumen Publishing Limited, 2012. p. 160-177.

    Research output: Contribution to book/anthology/report/proceedingBook chapterResearchpeer-review

  100. 2011
  101. Published

    Can Autobiographical Memories Create Better Learning? The Case of a Scary Game. / Lieberoth, Andreas; Hansen, Frank Allan.

    Proceedings of ECGBL 2011. The 5th European Conference on Games Based Learning. ed. / Dimitris Gouscos ; Michalis Meimaris. 2011. p. 350-357.

    Research output: Contribution to book/anthology/report/proceedingArticle in proceedingsResearchpeer-review

  102. 2009
  103. Published

    The evolution of martyrdom? considerations in the study of religious self-sacrifice. / Lieberoth, Andreas.

    Human characteristics: Evolutionary perspectives on human mind and kind. ed. / Henrik Høegh-Olesen; Jan Tønnesvang; Preben Bertelsen. Cambridge : Cambridge Scholars Publishing, 2009. p. 274-295.

    Research output: Contribution to book/anthology/report/proceedingArticle in proceedingsResearch

  104. 2008
  105. Published

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

    Playground Worlds: Research & Theory. ed. / Markus Montola; Jakko Stenros. Ropecon ry, 2008. p. 206-215.

    Research output: Contribution to book/anthology/report/proceedingBook chapterResearchpeer-review