Karolien Poels
Cited by
Cited by
The game experience questionnaire
WA IJsselsteijn, YAW De Kort, K Poels
Technische Universiteit Eindhoven, 2013
Digital game design for elderly users
W Ijsselsteijn, HH Nap, Y de Kort, K Poels
Proceedings of the 2007 conference on Future Play, 17-22, 2007
How to capture the heart? Reviewing 20 years of emotion measurement in advertising
K Poels, S Dewitte
Journal of advertising research 46 (1), 18-37, 2006
Patterns and universals of adult romantic attachment across 62 cultural regions: Are models of self and of other pancultural constructs?
DP Schmitt, L Alcalay, M Allensworth, J Allik, L Ault, I Austers, KL Bennett, ...
Journal of cross-cultural psychology 35 (4), 367-402, 2004
A meta-analysis of serious digital games for healthy lifestyle promotion
A DeSmet, D Van Ryckeghem, S Compernolle, T Baranowski, ...
Preventive medicine 69, 95-107, 2014
Cyberbullying on social network sites. An experimental study into bystanders’ behavioural intentions to help the victim or reinforce the bully
S Bastiaensens, H Vandebosch, K Poels, K Van Cleemput, A DeSmet, ...
Computers in Human Behavior 31, 259-271, 2014
Characterising and measuring user experiences in digital games
WA Ijsselsteijn, YAW de Kort, K Poels, A Jurgelionis, F Bellotti
conference; ACE 2007; 2007-06-13; 2007-06-15, 1-4, 2007
" It is always a lot of fun!" exploring dimensions of digital game experience using focus group methodology
K Poels, Y De Kort, W Ijsselsteijn
Proceedings of the 2007 conference on Future Play, 83-89, 2007
Digital games as social presence technology: Development of the Social Presence in Gaming Questionnaire (SPGQ)
YAW De Kort, WA IJsselsteijn, K Poels
Proceedings of PRESENCE 195203, 1-9, 2007
Predicting consumer responses to a chatbot on Facebook
B Zarouali, E Van den Broeck, M Walrave, K Poels
Cyberpsychology, Behavior, and Social Networking 21 (8), 491-497, 2018
Chatbot advertising effectiveness: When does the message get through?
E Van den Broeck, B Zarouali, K Poels
Computers in Human Behavior 98, 150-157, 2019
Determinants of self-reported bystander behavior in cyberbullying incidents amongst adolescents
A DeSmet, C Veldeman, K Poels, S Bastiaensens, K Van Cleemput, ...
Cyberpsychology, Behavior, and Social Networking 17 (4), 207-215, 2014
Measuring the experience of digital game enjoyment
W IJsselsteijn, W Van Den Hoogen, C Klimmt, Y De Kort, C Lindley, ...
Proceedings of measuring behavior 2008 (2008), 88-89, 2008
Playability and player experience research
L Nacke, A Drachen, K Kuikkaniemi, J Niesenhaus, HJ Korhonen, ...
Proceedings of digra 2009: Breaking new ground: Innovation in games, play …, 2009
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 …
A DeSmet, S Bastiaensens, K Van Cleemput, K Poels, H Vandebosch, ...
Computers in Human Behavior 57, 398-415, 2016
The role of emotions in advertising: A call to action
K Poels, S Dewitte
Journal of Advertising 48 (1), 81-90, 2019
The Game Experience Questionnaire: Development of a self-report measure to assess player experiences of digital games
W IJsselsteijn, K Poels, YAW De Kort
TU Eindhoven, Eindhoven, The Netherlands 42, 2008
D3. 3: Game Experience Questionnaire: development of a self-report measure to assess the psychological impact of digital games
K Poels, YAW de Kort, WA IJsselsteijn
Technische Universiteit Eindhoven, 2007
From normative influence to social pressure: How relevant others affect whether bystanders join in cyberbullying
S Bastiaensens, S Pabian, H Vandebosch, K Poels, K Van Cleemput, ...
Social Development 25 (1), 193-211, 2016
“Do you like cookies?” Adolescents' skeptical processing of retargeted Facebook-ads and the moderating role of privacy concern and a textual debriefing
B Zarouali, K Ponnet, M Walrave, K Poels
Computers in Human Behavior 69, 157-165, 2017
The system can't perform the operation now. Try again later.
Articles 1–20