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The effects of incorporating a virtual agent in a computer-aided test designed for stress management education: The mediating role of enjoyment
16 references·10 citing·41 second hop
The effects of incorporating a virtual agent in a computer-aided test designed for stress management education: The mediating role of enjoyment (2010)The effects of incorporating a virtual ag…Playing Video Games : Motives, Responses, and Consequences (2012)Playing Video Games : Motives…Playing for Real (2008)Playing for RealStress Management: A Randomized Study of Cognitive Behavioural Therapy and Yoga (2006)Stress Management: A Randomiz…The Influence of the Avatar on Online Perceptions of Anthropomorphism, Androgyny, Credibility, Homophily, and Attraction (2005)The Influence of the Avatar o…Narrative Impact (2003)Narrative ImpactOptimizing learning from examples using animated pedagogical agents. (2002)Optimizing learning from exam…A Theoretical Agenda for Entertainment-Education (2002)A Theoretical Agenda for Ente…Management of Chronic Pediatric Diseases with Interactive Health Games: Theory and Research Findings (2001)Management of Chronic Pediatr…Stress at college: effects on health habits, health status and self-esteem (2000)Stress at college: effects on…The use of computer games as an educational tool: identification of appropriate game types and game elements (1999)The use of computer games as …Self-Efficacy in Changing Societies (1996)Self-Efficacy in Changing Soc…Self-Efficacy in Changing Societies (1995)Self-Efficacy in Changing Soc…Exercise of personal and collective efficacy in changing societies (1995)Exercise of personal and coll…The Effectiveness of Games for Educational Purposes: A Review of Recent Research (1992)The Effectiveness of Games fo…Acts of meaning (1991)Acts of meaningSocial Learning Theory and the Health Belief Model (1988)Social Learning Theory and th…Exploring Trends, Pitfalls, and Future Directions in Digital Behaviour Change Interventions for Managing Student Stress (2024)Exploring Trends, Pitfalls, a…University Students’ Opinions on Using Intelligent Agents to Cope with Stress and Anxiety in Social Situations (2023)University Students’ Opinions…OBGESS: Automating Original Bender Gestalt Test Based on One Stage Deep Learning (2023)OBGESS: Automating Original B…Students’ Views on Intelligent Agents as Assistive Tools for Dealing with Stress and Anxiety in Social Situations (2022)Students’ Views on Intelligen…Factors influencing online shopping intentions: The mediating role of perceived enjoyment (2021)Factors influencing online sh…Conversational Agents for Mental Health and Wellbeing (2021)Conversational Agents for Men…Animated pedagogical agents enhance learning outcomes and brain activity during learning (2021)Animated pedagogical agents e…Changing stigmatizing attitudes to mental health via education and contact with embodied conversational agents (2017)Changing stigmatizing attitud…Augmenting Group Medical Visits with Conversational Agents for Stress Management Behavior Change (2017)Augmenting Group Medical Visi…Animated pedagogical agents as aids in multimedia learning: Effects on eye-fixations during learning and learning outcomes. (2017)Animated pedagogical agents a…The role of transportation in the persuasiveness of public narratives. (2000)The role of desires and anticipated emotions in goal‐directed behaviours: Broadening and deepening the theory of planned behaviour (2001)Games, Motivation, and Learning: A Research and Practice Model (2002)A Motivational Model of Video Game Engagement (2010)Serious games as new educational tools: how effective are they? A meta‐analysis of recent studies (2012)Gamification: What It Is and Why It Matters to Digital Health Behavior Change Developers (2013)Reducing cognitive load by mixing auditory and visual presentation modes. (1995)Learning from Worked‐Out Examples: A Study on Individual Differences (1997)Multimedia learning: Are we asking the right questions? (1997)Animated pedagogical agents in multimedia educational environments: Effects of agent properties, picture features and redundancy. (2002)Fostering social agency in multimedia learning: Examining the impact of an animated agent’s voice (2004)Does the modality principle hold for different media? A test of the method‐affects‐learning hypothesis (2006)Toward a Theory of Intrinsically Motivating Instruction* (1981)The effects of modern mathematics computer games on mathematics achievement and class motivation (2010)A concept map-embedded educational computer game for improving students' learning performance in natural science courses (2013)Meta-analysis of action video game impact on perceptual, attentional, and cognitive skills. (2017)Gender schema theory: A cognitive account of sex typing. (1981)Life on the Screen: Identity in the Age of the Internet (1997)The media equation: how people treat computers, television, and new media like real people and places (1997)Anthropomorphism of computers: Is it mindful or mindless? (2011)Online Focus Groups (2016)Avatars and computer-mediated communication: A review of the definitions, uses, and effects of digital representations on communication (2018)Self-efficacy: Toward a unifying theory of behavioral change. (1977)Self-efficacy: Toward a unifying theory of behavioral change. (1977)Social Learning Theory. (1978)Positive Youth Development in the United States: Research Findings on Evaluations of Positive Youth Development Programs (2004)Does tailoring matter? Meta-analytic review of tailored print health behavior change interventions. 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this work references cited by second hop

References

  • 1991Acts of meaning8,149 cited
  • 1988Social Learning Theory and the Health Belief Model5,561 cited
  • 1995Self-Efficacy in Changing Societies4,189 cited
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  • 2005The Influence of the Avatar on Online Perceptions of Anthropomorphism, Androgyny, Credibility, Homophily, and Attraction557 cited
  • 2002Optimizing learning from examples using animated pedagogical agents.472 cited
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  • 2002A Theoretical Agenda for Entertainment-Education391 cited
  • 2000Stress at college: effects on health habits, health status and self-esteem388 cited
  • 2003Narrative Impact381 cited
  • 2001Management of Chronic Pediatric Diseases with Interactive Health Games: Theory and Research Findings361 cited

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  • 2006Stress Management: A Randomized Study of Cognitive Behavioural Therapy and Yoga336 cited
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    • 2021Animated pedagogical agents enhance learning outcomes and brain activity during learning58 cited
    • 2021Factors influencing online shopping intentions: The mediating role of perceived enjoyment43 cited
    • 2017Augmenting Group Medical Visits with Conversational Agents for Stress Management Behavior Change35 cited
    • 2023University Students’ Opinions on Using Intelligent Agents to Cope with Stress and Anxiety in Social Situations34 cited
    • 2021Conversational Agents for Mental Health and Wellbeing22 cited
    • 2022Students’ Views on Intelligent Agents as Assistive Tools for Dealing with Stress and Anxiety in Social Situations13 cited
    • 2024Exploring Trends, Pitfalls, and Future Directions in Digital Behaviour Change Interventions for Managing Student Stress7 cited
    • 2023OBGESS: Automating Original Bender Gestalt Test Based on One Stage Deep Learning2 cited