Karolien Poels

Orcid: 0000-0002-5276-0293

According to our database1, Karolien Poels authored at least 38 papers between 2007 and 2023.

Collaborative distances:
  • Dijkstra number2 of five.
  • Erdős number3 of four.

Timeline

Legend:

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PhD thesis 
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Bibliography

2023
Features for Hate? Using the Delphi Method to Explore Digital Determinants for Online Hate Perpetration and Possibilities for Intervention.
Cyberpsychology Behav. Soc. Netw., July, 2023

Opt-out, abstain, unplug. A systematic review of the voluntary digital disconnection literature.
Telematics Informatics, June, 2023

Systematic review of determinants and consequences of bystander interventions in online hate and cyberbullying among adults.
Behav. Inf. Technol., April, 2023

2022
The Media Psychology of Boredom and Mobile Media Use: Theoretical and Methodological Innovations.
J. Media Psychol. Theor. Methods Appl., 2022

When stress becomes shared: exploring the emergence of team stress.
Cogn. Technol. Work., 2022

2019
Chatbot advertising effectiveness: When does the message get through?
Comput. Hum. Behav., 2019

2018
An experimental study on the effect of ad placement, product involvement and motives on Facebook ad avoidance.
Telematics Informatics, 2018

The efficacy of the Friendly Attac serious digital game to promote prosocial bystander behavior in cyberbullying among young adolescents: A cluster-randomized controlled trial.
Comput. Hum. Behav., 2018

Predicting Consumer Responses to a Chatbot on Facebook.
Cyberpsychology Behav. Soc. Netw., 2018

'You talking to me?' The influence of peer communication on adolescents' persuasion knowledge and attitude towards social advertisements.
Behav. Inf. Technol., 2018

2017
"Do you like cookies?" Adolescents' skeptical processing of retargeted Facebook-ads and the moderating role of privacy concern and a textual debriefing.
Comput. Hum. Behav., 2017

"Thinking before posting?" Reducing cyber harassment on social networking sites through a reflective message.
Comput. Hum. Behav., 2017

2016
When and why is perceived congruity important for in-game advertising in fantasy games?
Comput. Hum. Behav., 2016

Exposure to cyberbullying as a bystander: An investigation of desensitization effects among early adolescents.
Comput. Hum. Behav., 2016

Bridging behavior science and gaming theory: Using the Intervention Mapping Protocol to design a serious game against cyberbullying.
Comput. Hum. Behav., 2016

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.
Comput. Hum. Behav., 2016

Help, I Am Losing Control! Examining the Reporting of Sexual Harassment by Adolescents to Social Networking Sites.
Cyberpsychology Behav. Soc. Netw., 2016

2015
Automatic monitoring of cyberbullying on social networking sites: From technological feasibility to desirability.
Telematics Informatics, 2015

World of Warcraft, the aftermath: How game elements transfer into perceptions, associations and (day)dreams in the everyday life of massively multiplayer online role-playing game players.
New Media Soc., 2015

Online product experiences: The effect of simulating stroking gestures on product understanding and the critical role of user control.
Comput. Hum. Behav., 2015

The impact of social setting on the recall and recognition of in-game advertising.
Comput. Hum. Behav., 2015

Secondary school educators' perceptions and practices in handling cyberbullying among adolescents: A cluster analysis.
Comput. Educ., 2015

'Can I afford to help?' How affordances of communication modalities guide bystanders' helping intentions towards harassment on social network sites.
Behav. Inf. Technol., 2015

2014
Morality and involvement in social virtual worlds: The intensity of moral emotions in response to virtual versus real life cheating.
New Media Soc., 2014

Cyberbullying on social network sites. An experimental study into bystanders' behavioural intentions to help the victim or reinforce the bully.
Comput. Hum. Behav., 2014

Determinants of Self-Reported Bystander Behavior in Cyberbullying Incidents Amongst Adolescents.
Cyberpsychology Behav. Soc. Netw., 2014

2013
The relationship between player involvement and immersion: An experimental investigation.
Proceedings of the 8th International Conference on the Foundations of Digital Games, 2013

Virtual Touch Sensations in an Online Shopping Context: An Experimental Approach.
Proceedings of the 2013 Humaine Association Conference on Affective Computing and Intelligent Interaction, 2013

2012
Mobilizing Bystanders of Cyberbullying: an Exploratory Study into Behavioural Determinants of Defending the Victim.
Proceedings of the Annual Review of Cybertherapy and Telemedicine 2012, 2012

Pleasure to Play, Arousal to Stay: The Effect of Player Emotions on Digital Game Preferences and Playing Time.
Cyberpsychology Behav. Soc. Netw., 2012

The Female Player Does Not Exist: Gender Identity Relates to Differences in Player Motivations and Play Styles.
Cyberpsychology Behav. Soc. Netw., 2012

2011
Putting Brands into Play: How Player Experiences Influence the Effectiveness of In-Game Advertising.
Proceedings of the 2011 DiGRA International Conference: Think, Design, Play, 2011

2010
Digital Games, the Aftermath: Qualitative Insights into Postgame Experiences.
Proceedings of the Evaluating User Experience in Games - Concepts and Methods, 2010

2009
World of Warcraft, the Aftermath How game elements transfer into real life perceptions and experiences [Abstract].
Proceedings of the 2009 DiGRA International Conference: Breaking New Ground: Innovation in Games, 2009

Playability and Player Experience Research [Panel Abstracts].
Proceedings of the 2009 DiGRA International Conference: Breaking New Ground: Innovation in Games, 2009

Where everybody knows your game: the appeal and function of game cafés in western Europe.
Proceedings of the International Conference on Advances in Computer Entertainment Technology, 2009

2007
"It is always a lot of fun!": exploring dimensions of digital game experience using focus group methodology.
Proceedings of the 2007 conference on Future Play, Toronto, ON, Canada, November 15, 2007

Digital game design for elderly users.
Proceedings of the 2007 conference on Future Play, Toronto, ON, Canada, November 15, 2007


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