Search results
Results: 31
Number of items: 31
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Meijers, M. H. C., Lemmens, J. S., Lu, Y., Newman-Grigg, E. R., Lan, X., Blanken, T. F., & Hendriks, H. (2025). Let’s talk about climate change: How immersive media experiences stimulate climate conversations. Journal of Environmental Psychology, 104, Article 102610. https://doi.org/10.1016/j.jenvp.2025.102610 -
Lemmens, J. S., Clark, F. E., Lyu, X., & Taylor, A. (2025). Time flies when you're having flow: An experiment on time perception and challenge in a VR game. Computers in Human Behavior Reports, 18, Article 100664. https://doi.org/10.1016/j.chbr.2025.100664 -
Lemmens, J. S. (2024). The Media Entertainment Success Cycle. In T. Araujo, & P. Neijens (Eds.), Communication Research into the Digital Society: Fundamental Insights from the Amsterdam School of Communication Research (pp. 101-120 ). Amsterdam University Press. https://doi.org/10.2307/jj.11895525.9, https://doi.org/10.1515/9789048560608-007 -
Rehbein, F., Gentile, D. A., Lemmens, J., & Rumpf, H. J. (2024). Structural Game Characteristics and Problematic Gaming: Introduction of the Risk Characteristics Checklist for Games (RCCG). Sucht, 70(2), 77-86. https://doi.org/10.1024/0939-5911/a000859 -
Lemmens, J. S., & Weergang, I. A. M. (2023). Caught them all: Gaming disorder, motivations for playing and spending among core Pokémon Go players. Entertainment Computing, 45, Article 100548. https://doi.org/10.1016/j.entcom.2023.100548 -
Lemmens, J. S., & Freiherr von Münchhausen, C. (2023). Let the beat flow: How game difficulty in virtual reality affects flow. Acta Psychologica, 232, Article 103812. https://doi.org/10.1016/j.actpsy.2022.103812 -
Lemmens, J. S. (2023). Persistence and pleasure in VR: Enhancing Exercise Endurance and Enjoyment through Virtual Environments. Psychology of Sport and Exercise, 69, Article 102494. https://doi.org/10.1016/j.psychsport.2023.102494 -
Liu, D., Lemmens, J., Hong, X., Li, B., Hao, J., & Yue, Y. (2022). A network analysis of internet gaming disorder symptoms. Psychiatry Research, 311, Article 114507. https://doi.org/10.1016/j.psychres.2022.114507
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Lemmens, J. S., Simon, M., & Sumter, S. R. (2022). Fear and loathing in VR: the emotional and physiological effects of immersive games. Virtual Reality, 26(1), 223-234. https://doi.org/10.1007/s10055-021-00555-w -
Lemmens, J. S. (2022). Play or pay to win: Loot boxes and gaming disorder in FIFA ultimate team. Telematics and Informatics, 8, Article 100023. https://doi.org/10.1016/j.teler.2022.100023
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