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JMIR Serious Games|August 12, 2021
The Making and Evaluation of Digital Games Used for the Assessment of Attention: Systematic ReviewKatelyn Wiley, Raquel Robinson, Regan L MandrykJournal of Personality|July 2, 2019
Just a click away: Action-state orientation moderates the impact of task interruptions on initiativeMax V Birk, Regan L Mandryk, Nicola BaumannFrontiers in Psychology|October 19, 2020
How Passion for Playing World of Warcraft Predicts In-Game Social Capital, Loneliness, and WellbeingRegan L Mandryk, Julian Frommel, Ashley Armstrong, et al.Computers in Human Behavior|February 15, 2022
Need satisfaction, passion and wellbeing effects of videogame play prior to and during the COVID-19 pandemicJessica Formosa, Daniel Johnson, Selen Türkay, et al.Cognitive Research: Principles and Implications|April 8, 2022
More than skin deep: about the influence of self-relevant avatars on inhibitory controlMaximilian A Friehs, Martin Dechant, Sarah Schäfer, et al.Frontiers in Sports and Active Living|March 27, 2024
Fighting fair: community perspectives on the fairness of performance enhancement in esportsMaximilian A Friehs, Madison Klarkowski, Julian Frommel, et al.Cyberpsychology, Behavior and Social Networking|May 4, 2022
Self-Regulation as a Mediator of the Associations Between Passion for Video Games and Well-BeingEthan Luxford, Selen Türkay, Julian Frommel, et al.Frontiers in Psychology|January 3, 2022
Remote Assessment of Depression Using Digital Biomarkers From Cognitive TasksRegan L Mandryk, Max V Birk, Sarah Vedress, et al.Laterality|September 14, 2017
Competitive action video game players display rightward error bias during on-line video game playAndrew J Roebuck, Aurora J B Dubnyk, David Cochran, et al.Pageof 1