human | Q5 |
P2456 | DBLP author ID | 138/5724 |
P496 | ORCID iD | 0000-0002-7473-140X |
P108 | employer | Université Libre de Bruxelles | Q574606 |
P735 | given name | Ann | Q558067 |
Ann | Q558067 | ||
P106 | occupation | researcher | Q1650915 |
P21 | sex or gender | female | Q6581072 |
Q38548525 | A Systematic Review and Meta-analysis of Interventions for Sexual Health Promotion Involving Serious Digital Games |
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Q92145221 | Adults' Preferences for Behavior Change Techniques and Engagement Features in a Mobile App to Promote 24-Hour Movement Behaviors: Cross-Sectional Survey Study |
Q60731719 | Bridging behavior science and gaming theory: Using the Intervention Mapping Protocol to design a serious game against cyberbullying |
Q63457815 | Cyberbullying and traditional bullying involvement among heterosexual and non-heterosexual adolescents, and their associations with age and gender |
Q60731716 | Deciding whether to look after them, to like it, or leave it: A multidimensional analysis of predictors of positive and negative bystander behavior in cyberbullying among adolescents |
Q39290168 | Determinants of self-reported bystander behavior in cyberbullying incidents amongst adolescents |
Q63457718 | Does Sleep Mediate the Association between School Pressure, Physical Activity, Screen Time, and Psychological Symptoms in Early Adolescents? A 12-Country Study |
Q36629887 | Games for Health for Children-Current Status and Needed Research |
Q36903429 | Is Participatory Design Associated with the Effectiveness of Serious Digital Games for Healthy Lifestyle Promotion? A Meta-Analysis |
Q59275069 | Measuring Engagement in eHealth and mHealth Behavior Change Interventions: Viewpoint of Methodologies. |
Q57200091 | Measuring engagement in e- & mHealth behaviour change interventions: a methodological overview (Preprint) |
Q55383643 | Mobile Exergaming in Adolescents' Everyday Life-Contextual Design of Where, When, with Whom, and How: The SmartLife Case. |
Q57200092 | Physical Activity, Sedentary Behavior, and Diet-Related eHealth and mHealth Research: Bibliometric Analysis (Preprint) |
Q53407583 | Physical Activity, Sedentary Behavior, and Diet-Related eHealth and mHealth Research: Bibliometric Analysis. |
Q30846696 | The effectiveness of asking behaviors among 9-11 year-old children in increasing home availability and children's intake of fruit and vegetables: results from the Squire's Quest II self-regulation game intervention |
Q57069513 | The efficacy of the Friendly Attac serious digital game to promote prosocial bystander behavior in cyberbullying among young adolescents: A cluster-randomized controlled trial |
Q35110123 | Traditional and cyberbullying victimization as correlates of psychosocial distress and barriers to a healthy lifestyle among severely obese adolescents--a matched case-control study on prevalence and results from a cross-sectional study |
Q30619284 | What do general practitioners think about an online self-regulation programme for health promotion? Focus group interviews |
Q35039367 | What practices do parents perceive as effective or ineffective in promoting a healthy diet, physical activity, and less sitting in children: parent focus groups |
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