|Shallow gamification: Testing psychological effects of framing an activity as a game|
Games and Culture 10 (3), 229-248, 2015
|The effect of points and audio on concentration, engagement, enjoyment, learning, motivation, and classroom dynamics using Kahoot|
AI Wang, A Lieberoth
European conference on games based learning 20, 2016
|A weak scientific basis for gaming disorder: Let us err on the side of caution|
AJ Van Rooij, CJ Ferguson, M Colder Carras, D Kardefelt-Winther, J Shi, ...
Journal of behavioral addictions 7 (1), 1-9, 2018
|Ten considerations for effectively managing the COVID-19 transition|
KB Habersaat, C Betsch, M Danchin, CR Sunstein, R Böhm, A Falk, ...
Nature human behaviour 4 (7), 677-687, 2020
|Exploring the quantum speed limit with computer games|
JJWH Sřrensen, MK Pedersen, M Munch, P Haikka, JH Jensen, T Planke, ...
Nature 532 (7598), 210-213, 2016
|Who is the most stressed during the COVID‐19 pandemic? Data from 26 countries and areas|
M Kowal, T Coll‐Martín, G Ikizer, J Rasmussen, K Eichel, A Studzińska, ...
Applied Psychology: Health and Well‐Being 12 (4), 946-966, 2020
|We will eat disgusting foods together–Evidence of the normative basis of Western entomophagy-disgust from an insect tasting|
NH Jensen, A Lieberoth
Food Quality and Preference 72, 109-115, 2019
|Can cooperative video games encourage social and motivational inclusion of at‐risk students?|
T Hanghřj, A Lieberoth, M Misfeldt
British Journal of Educational Technology 49 (4), 775-799, 2018
|Getting humans to do quantum optimization-user acquisition, engagement and early results from the citizen cyberscience game Quantum Moves|
A Lieberoth, MK Pedersen, AC Marin, T Planke, JF Sherson
arXiv preprint arXiv:1506.08761, 2015
|Similarity of social information processes in games and rituals: Magical interfaces|
JT Harviainen, A Lieberoth
Simulation & Gaming 43 (4), 528-549, 2012
|Selective psychological effects of nudging, gamification and rational information in converting commuters from cars to buses: A controlled field experiment.|
A Lieberoth, NH Jensen, T Bredahl
Transportation research part F: traffic psychology and behaviour, 2018
|DiffGame: Game-based mathematics learning for physics|
MK Pedersen, A Svenningsen, NB Dohn, A Lieberoth, J Sherson
Procedia-Social and Behavioral Sciences 228, 316-322, 2016
|COVIDiSTRESS Global Survey dataset on psychological and behavioural consequences of the COVID-19 outbreak|
Y Yamada, DB Ćepulić, T Coll-Martín, S Debove, G Gautreau, H Han, ...
Scientific data 8 (1), 1-23, 2021
|Mixed methods in game research: playing on strengths and countering weaknesses|
A Lieberoth, A Roepstorff
Game research methods, 271-289, 2015
|Stress and worry in the 2020 coronavirus pandemic: relationships to trust and compliance with preventive measures across 48 countries in the COVIDiSTRESS global survey|
A Lieberoth, SY Lin, S Stöckli, H Han, M Kowal, R Gelpi, S Chrona, ...
Royal Society open science 8 (2), 200589, 2021
|Who is the most stressed during COVID-19 isolation? Data from 27 countries|
M Kowal, T Coll-Martín, G Ikizer, J Rasmussen, K Eichel, A Studzinska, ...
|Psychology and role-playing games|
SL Bowman, A Lieberoth
Role-Playing Game Studies, 245-264, 2018
|Virtual learning environment for interactive engagement with advanced quantum mechanics|
MK Pedersen, B Skyum, R Heck, R Müller, M Bason, A Lieberoth, ...
Physical Review Physics Education Research 12 (1), 013102, 2016
|Play or science?: a study of learning and framing in crowdscience games|
A Lieberoth, MK Pedersen, J Sherson
arXiv preprint arXiv:1510.06841, 2015
|Religion and the emergence of human imagination|
Origins of religion, cognition and culture, 174-191, 2014