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 newspaper › Journal article › Research › peer-review
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 newspaper › Comment/debate/letter to the editor › Research
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 newspaper › Journal article › Research › peer-review
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 newspaper › Journal article › Research › peer-review
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/proceeding › Book chapter › Research › peer-review
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/report › Report › Research
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 newspaper › Journal article › Research › peer-review
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 conference › Conference abstract for conference › Communication
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 conference › Conference abstract for conference › Communication
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 newspaper › Journal article › Research › peer-review
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 newspaper › Journal article › Research › peer-review
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 newspaper › Journal article › Research › peer-review
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/proceeding › Book chapter › Research › peer-review
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 conference › Conference abstract for conference › Research › peer-review
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 conference › Conference abstract for conference › Research
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 newspaper › Journal article › Research › peer-review
Fantasi. / Lieberoth, Andreas.
Aarhus : Aarhus Universitetsforlag, 2020. 60 p. (Tænkepauser).Research output: Book/anthology/dissertation/report › Book › Research › peer-review
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 newspaper › Comment/debate/letter to the editor › Research › peer-review
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 newspaper › Review › Research › peer-review
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/proceeding › Article in proceedings › Research › peer-review
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 conference › Paper › Research › peer-review
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 newspaper › Comment/debate/letter to the editor › Research › peer-review
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 newspaper › Journal article › Research › peer-review
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/proceeding › Article in proceedings › Research › peer-review
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 conference › Paper › Communication
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/report › Report › Research › peer-review
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 newspaper › Journal article › Communication
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 conference › Conference abstract for conference › Research › peer-review
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/proceeding › Article in proceedings › Research › peer-review
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 conference › Conference abstract for conference › Research
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 newspaper › Journal article › Research › peer-review
Digitalisering og unges mentale sundhed. / Lieberoth, Andreas.
2019. Abstract from Unges Mentale Sundhed, Aalborg, Denmark.Research output: Contribution to conference › Conference abstract for conference › Research
Skærm / skærm ikke : Rapport om skolers mobilregler Hvorfor? Hvordan? Hvad virker? / Lieberoth, Andreas.
DPU, Aarhus Universitet, 2019. 52 p.Research output: Book/anthology/dissertation/report › Report › Research
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 newspaper › Journal article › Communication
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/proceeding › Book chapter › Education › peer-review
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/proceeding › Book chapter › Education › peer-review
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/proceeding › Article in proceedings › Research › peer-review
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 newspaper › Journal article › Research › peer-review
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 conference › Conference abstract for conference › Research › peer-review
Findes "smartphone-afhængighed"? amerikansk forsker afliver seks myter. / Lieberoth, Andreas.
2018Debat. (KommunikationsForum).Research output: Other contribution › Net publication - Internet publication › Communication
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 newspaper › Journal article › Research › peer-review
Findes 'teknologiafhængighed'? amerikansk forsker afliver seks myter. / Lieberoth, Andreas.
2018ForskerZonen.Research output: Other contribution › Net publication - Internet publication › Communication
Drop frygten for 'farlige' computerspil : selv bedstemor bør game. / Gamborg, Maria Louise; Lieberoth, Andreas; Mehlsen, Mimi.
2018Forskerzonen.Research output: Other contribution › Net publication - Internet publication › Communication
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 newspaper › Journal article › Research › peer-review
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 conference › Poster › Research › peer-review
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 newspaper › Journal article › Communication
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/proceeding › Book chapter › Research › peer-review
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 newspaper › Journal article › Research › peer-review
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 conference › Conference abstract for conference › Research
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 conference › Conference abstract for conference › Research
Adfærdsdesign. / Jensen, Niels Holm (Editor); Lieberoth, Andreas (Editor); Dalsgaard, Thomas (Editor).
Aarhus : Plurafutura Publishing, 2017. 381 p.Research output: Book/anthology/dissertation/report › Anthology › Research › peer-review
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/proceeding › Book chapter › Research
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/proceeding › Article in proceedings › Research › peer-review
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/proceeding › Book chapter › Research › peer-review
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/proceeding › Book chapter › Research › peer-review
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/proceeding › Article in proceedings › Research › peer-review
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 conference › Conference abstract for conference › Research › peer-review
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 newspaper › Journal article › Research › peer-review
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 newspaper › Journal article › Research › peer-review
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 newspaper › Journal article › Research › peer-review
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 conference › Conference abstract for conference › Research › peer-review
3D Wire 2015 : gamification report. / Jordi, Moréton; F, Escribano; J. L., Farias et al.
gecon.es, 2016. 59 p.Research output: Book/anthology/dissertation/report › Report › Research
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/proceeding › Article in proceedings › Research › peer-review
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/proceeding › Book chapter › Research › peer-review
Testing gamification scientifically : the piecemeal approach. / Lieberoth, Andreas.
2015. Paper presented at Counterplay 15, Aarhus, Denmark.Research output: Contribution to conference › Paper › Communication
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 conference › Paper › Research › peer-review
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/proceeding › Book chapter › Communication
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 newspaper › Journal article › Communication
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/proceeding › Book chapter › Research
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 newspaper › Journal article › Research › peer-review
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/proceeding › Book chapter › Research
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 newspaper › Journal article › Research › peer-review
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 newspaper › Journal article › Communication
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 newspaper › Journal article › Research
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 conference › Poster › Research
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 newspaper › Comment/debate/letter to the editor › Communication
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/report › Ph.D. thesis
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 newspaper › Journal article › Research › peer-review
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 newspaper › Journal article › Research
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 newspaper › Journal article › Research › peer-review
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 conference › Poster › Research
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 newspaper › Contribution to newspaper - Feature article
Dengang rollespil var farligt. / Lieberoth, Andreas.
In: Videnskab.dk [online], 10.09.2012.Research output: Contribution to journal/Conference contribution in journal/Contribution to newspaper › Comment/debate/letter to the editor › Communication
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 newspaper › Journal article › Research › peer-review
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 newspaper › Contribution to newspaper - Feature article
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 newspaper › Contribution to newspaper - Feature article
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/proceeding › Report chapter › Commissioned
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/proceeding › Book chapter › Research › peer-review
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/proceeding › Article in proceedings › Research › peer-review
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/proceeding › Article in proceedings › Research
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/proceeding › Book chapter › Research › peer-review