Citation Impact
Citing Papers
Playing in school or at home? : An exploration of the effects of context on educational game experience
2011
Understanding anthropomorphism in service provision: a meta-analysis of physical robots, chatbots, and other AI
2021 Standout
ChatGPT: Bullshit spewer or the end of traditional assessments in higher education?
2023 Standout
Unlocking the Potential: A Comprehensive Evaluation of Augmented Reality and Virtual Reality in Education
2023 Standout
Narrative communication in cancer prevention and control: A framework to guide research and application
2007 Standout
Are Spirituality and Religiosity Resources for Patients with Chronic Pain Conditions?
2009 Standout
Role of body dissatisfaction in the onset and maintenance of eating pathology
2002 Standout
Internalization of ideal body shapes in 9–12‐year‐old girls
2003
Emotion-regulation strategies across psychopathology: A meta-analytic review
2009 Standout
Risk and maintenance factors for eating pathology: A meta-analytic review.
2002 Standout
A systematic review of research on online teaching and learning from 2009 to 2018
2020 Standout
Taking “Fun and Games” Seriously: Proposing the Hedonic-Motivation System Adoption Model (HMSAM)
2013
Effects of a family intervention on the quality of life of women with recurrent breast cancer and their family caregivers
2004
Adjustment to colostomy: stoma acceptance, stoma care self‐efficacy and interpersonal relationships
2007
Healthy weight control and dissonance‐based eating disorder prevention programs: Results from a controlled trial
2002
Distress in couples coping with cancer: A meta-analysis and critical review of role and gender effects.
2008
Limiting the Effects of the Media on Body Image: Does the Length of a Media Literacy Intervention Make a Difference?
2006
A Population-Based Study of the Quality of Life of Cancer Survivors and Their Family Caregivers
2006
Mood disturbance in community cancer support groups
2003
Social comparison and body image in adolescence: a grounded theory approach
2007
Effects of COVID-19 in E-learning on higher education institution students: the group comparison between male and female
2020 Standout
Psychosocial and sexual functioning of survivors of breast cancer
2003
The role of the media in body image concerns among women: A meta-analysis of experimental and correlational studies.
2008 Standout
Smartphone addiction, daily interruptions and self-reported productivity
2017 Standout
Fear of cancer recurrence in adult cancer survivors: a systematic review of quantitative studies
2013 Standout
Patients’ Experiences of Performing Self-care of Stomas in the Initial Postoperative Period
2014 Standout
Cancer treatment and survivorship statistics, 2012
2012 Standout
Virtual reality simulations in nurse education: A systematic mapping review
2021 Standout
The effects of exposure to slender and muscular images on male body dissatisfaction
2013
A study of body image in long‐term breast cancer survivors
2010 Standout
Body Image in Younger Breast Cancer Survivors
2015 Standout
Behavioral, cognitive, and emotional coping strategies of women with endometriosis: a critical narrative review
2017 Standout
A randomized trial of a dissonance‐based eating disorder prevention program
2001
Socioeconomic Status and Obesity
2007 Standout
The effect of experimental presentation of thin media images on body satisfaction: A meta‐analytic review
2001 Standout
Psycho‐spiritual well‐being in patients with advanced cancer: an integrative review of the literature
2003
The Body Appreciation Scale-2: Item refinement and psychometric evaluation
2014 Standout
Virtual Reality Experience: Immersion, Sense of Presence, and Cybersickness
2019
A systematic literature review of empirical evidence on computer games and serious games
2012 Standout
How Immersive Is Enough? A Meta-Analysis of the Effect of Immersive Technology on User Presence
2015 Standout
Association Between Palliative Care and Patient and Caregiver Outcomes
2016 Standout
The Impact of Immersive Virtual Reality on EFL Learners’ Listening Comprehension
2021 Standout
Enhancing Our Lives with Immersive Virtual Reality
2016 Standout
Challenges and Opportunities for Russian Higher Education amid COVID-19: Teachers’ Perspective
2020 Standout
Carpe diem instead of losing your social mind: Beyond digital addiction and why we all suffer from digital overuse
2016
The rise of motivational information systems: A review of gamification research
2018 Standout
Challenging games help students learn: An empirical study on engagement, flow and immersion in game-based learning
2015 Standout
Thin-Ideal Internalization: Mounting Evidence for a New Risk Factor for Body-Image Disturbance and Eating Pathology
2001 Standout
An update to the systematic literature review of empirical evidence of the impacts and outcomes of computer games and serious games
2015 Standout
Media Psychology “is not yet there”: Introducing Theories on Media Entertainment to the Presence Debate
2003
Big five-personality trait and internet addiction: A meta-analytic review
2016
Body image after mastectomy: A thematic analysis of younger women’s written accounts
2016 Standout
Marital Relationship, Body Image and Psychological Quality of Life among Breast Cancer Patients: The Moderating Role of the Disease’s Phases
2011
Digital competence and digital literacy in higher education research: Systematic review of concept use
2018 Standout
Computer-based technology and student engagement: a critical review of the literature
2017
Avatars Versus Agents: A Meta-Analysis Quantifying the Effect of Agency on Social Influence
2014
Psychosocial Issues Confronting Young Women with Breast Cancer
2006
Digital Games and Beyond: What Happens When Players Compete?1
2013
Determinants of Learning Management Systems during COVID-19 Pandemic for Sustainable Education
2021 Standout
Promoting online learners’ continuance intention: An integrated flow framework
2015
Human Trust in Artificial Intelligence: Review of Empirical Research
2020 Standout
Who but not where: The effect of social play on immersion in digital games
2013
20 years of Electronic Commerce Research
2021 Standout
Does a Crisis Change News Habits? A Comparative Study of the Effects of COVID-19 on News Media Use in 17 European Countries
2021 Standout
Risk factors for body dissatisfaction in adolescent girls: A longitudinal investigation.
2002
Measuring flow in gamification: Dispositional Flow Scale-2
2014
The Higher Education Sustainability through Virtual Laboratories: The Spanish University as Case of Study
2018 Standout
Engagement in digital entertainment games: A systematic review
2011
Influence of Students’ Learning Style, Sense of Presence, and Cognitive Load on Learning Outcomes in an Immersive Virtual Reality Learning Environment
2019
An investigation of motivation and experience in virtual learning environments: a self-determination theory
2018
E-learning success determinants: Brazilian empirical study
2017
Exploring the relationship between frequency of Instagram use, exposure to idealized images, and psychological well-being in women.
2018 Standout
The Interaction of Person-Affect-Cognition-Execution (I-PACE) model for addictive behaviors: Update, generalization to addictive behaviors beyond internet-use disorders, and specification of the process character of addictive behaviors
2019 Standout
Facilitating Game Play: How Others Affect Performance at and Enjoyment of Video Games
2013
Rethinking Rumination
2008 Standout
A Review of Exploratory Factor Analysis Decisions and Overview of Current Practices: What We Are Doing and How Can We Improve?
2015 Standout
The role of psychology in understanding the impact of computer games
2011
How gamification marketing activities motivate desirable consumer behaviors: Focusing on the role of brand love
2018 Standout
Gamifying learning experiences: Practical implications and outcomes
2013 Standout
Measuring engagement in video game-based environments: Investigation of the User Engagement Scale
2014
Digital Gaming Perspectives of Older Adults: Content vs. Interaction
2013
Individual and Contextual Correlates of Trust in Media Across 44 Countries
2013
Enjoyment: At the Heart of Media Entertainment
2004 Standout
Game-based Learning and 21st century skills: A review of recent research
2016 Standout
Effects of screen size, viewing angle, and players’ immersion tendencies on game experience
2011
The interplay between immersion and appeal in video games
2013
Body Objectification and Depression in Adolescents: The Role of Gender, Shame, and Rumination
2007
Objectification Theory and Psychology of Women: A Decade of Advances and Future Directions
2008 Standout
Research trends in self‐regulated learning research in online learning environments: A review of studies published in selected journals from 2003 to 2012
2013
The effects of hedonic and utilitarian bidding values on e-auction behavior
2015
Experiential archaeology: Is virtual time travel possible?
2009
Works of David Weibel being referenced
Quality of couples' relationship and adjustment to metastatic breast cancer.
2000
Dissonance prevention program decreases thin-ideal internalization, body dissatisfaction, dieting, negative affect, and bulimic symptoms: A preliminary experiment
2000
Immersion in Mediated Environments: The Role of Personality Traits
2010
Dubbing or Subtitling?
2009
Playing online games against computer- vs. human-controlled opponents: Effects on presence, flow, and enjoyment
2008
Quality of couples' relationship and adjustment to metastatic breast cancer.
2000
Efficient learning using a virtual learning environment in a university class
2010
Motives for Creating a Private Website and Personality of Personal Homepage Owners in Terms of Extraversion and Heuristic Orientation
2010
How Gender and Age Affect Newscasters' Credibility—An Investigation in Switzerland
2008
Immersion in Computer Games: The Role of Spatial Presence and Flow
2011