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Engaging Consumers through Branded Entertainment and Convergent Media
0 references·4 citing·13 second hop
Engaging Consumers through Branded Entertainment and Convergent Media (2015)Engaging Consumers through Branded Entert…Towards a definition for branded entertainment: An exploratory study (2019)Towards a definition for bran…Reflections on the design, implementation, and adoption of a gamified eHealth application in youth mental healthcare (2019)Reflections on the design, im…Play to win over: Effects of persuasive games. (2016)Play to win over: Effects of …Getting humans to do quantum optimization - user acquisition, engagement and early results from the citizen cyberscience game Quantum Moves (2014)Getting humans to do quantum …PSYCHOLOGICAL CONDITIONS OF PERSONAL ENGAGEMENT AND DISENGAGEMENT AT WORK. (1990)Nudge: improving decisions about health, wealth, and happiness (2008)Thinking, Fast and Slow (2011)The Elaboration Likelihood Model of Persuasion (1986)On Happiness and Human Potentials: A Review of Research on Hedonic and Eudaimonic Well-Being (2001)Calculating and reporting effect sizes to facilitate cumulative science: a practical primer for t-tests and ANOVAs (2013)Can video games change attitudes towards history? Results from a laboratory experiment measuring short‐ and long‐term effects (2021)Framing: Toward Clarification of a Fractured Paradigm (1993)Lifetime Prevalence and Age-of-Onset Distributions of DSM-IV Disorders in the National Comorbidity Survey Replication (2005)Using thematic analysis in psychology (2006)Basics of Qualitative Research: Grounded Theory Procedures and Techniques. (1992)Basics of Qualitative Research: Grounded Theory Procedures and Techniques (1993)The qualitative content analysis process (2008)
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  • 2016Play to win over: Effects of persuasive games.39 cited
  • 2014Getting humans to do quantum optimization - user acquisition, engagement and early results from the citizen cyberscience game Quantum Moves34 cited
  • 2019Reflections on the design, implementation, and adoption of a gamified eHealth application in youth mental healthcare28 cited
  • 2019Towards a definition for branded entertainment: An exploratory study25 cited

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