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Lista de obras de Matti Vuorre

Affective Uplift During Video Game Play: A Naturalistic Case Study

How do video games affect mental health? A narrative review of 13 proposed mechanisms

A Beta Way: A Tutorial For Using Beta Regression in Psychological Research

A Beta Way: A Tutorial For Using Beta Regression in Psychological Research

A Beta Way: A Tutorial For Using Beta Regression in Psychological Research

A large-scale study of changes to the quantity, quality, and distribution of video game play during the COVID-19 pandemic

A multiverse analysis of the associations between internet use and well-being

An intensive longitudinal dataset of in-game player behaviour and well-being in PowerWash Simulator

Bayesian Generalized Linear Mixed Effects Models for Deception Detection Analyses

Bayesian Generalized Linear Mixed Effects Models for Deception Detection Analyses

Bayesian evaluation of behavior change interventions: A brief introduction and a practical example

Communicating causal effect heterogeneity

Communicating causal effect heterogeneity

Estimating Signal Detection Models with regression using the brms R package

Estimating the association between Facebook adoption and well-being in 72 countries

Global well-being and mental health in the internet age

Global well-being and mental health in the internet age

How should we investigate variation in the relation between social media and well-being?

Ordinal Regression Models in Psychology: A Tutorial

Perceived value of video games, but not hours played, predicts mental well-being in adult Nintendo players

Perceived value of video games, but not hours played, predicts mental well-being in adult Nintendo players

Perceived value of video games, but not hours played, predicts mental well-being in adult Nintendo players

Sharing and organizing research products as R packages

Smell-e Technology: Bridging the gap between virtual and real-life food responses using an immersive multisensory VR food environment

There is no evidence that associations between adolescents’ digital technology engagement and mental health problems have increased

Three objections to a novel paradigm in social media effects research

Three objections to a novel paradigm in social media effects research

Time spent playing two online shooters has no measurable effect on aggressive affect

Time spent playing video games is unlikely to impact well-being

Video game play is positively correlated with well-being

Where Science Meets Discourse: What a Flawed Commentary of Three Papers Can Teach Us About Research on Well-Being in the Digital Age

Within-subject mediation analysis

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