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Fingerprint Fingerprint is based on mining the text of the person's scientific documents to create an index of weighted terms, which defines the key subjects of each individual researcher.

  • 4 Similar Profiles
Video Games Medicine & Life Sciences
Role Playing Medicine & Life Sciences
Smartphones Engineering & Materials Science
Personality Medicine & Life Sciences
computer game Social Sciences
entertainment Social Sciences
Visibility Engineering & Materials Science
Students Engineering & Materials Science

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Projects 2018 2019

Research Output 2012 2019

  • 8 Article
  • 5 Conference contribution
  • 2 Chapter

The Avatar's new clothes: Understanding why players purchase non-functional items in free-to-play games

Marder, B., Gattig, D., Collins, E., Pitt, L., Kietzmann, J. & Erz, A., 1 Feb 2019, In : Computers in Human Behavior. 91, p. 72-83 12 p.

Research output: Contribution to journalArticle

Two observational studies examining the effect of a social norm and a health message on the purchase of vegetables in student canteen settings

Collins, E. I. M., Thomas, J. M., Robinson, E., Aveyard, P., Jebb, S. A., Herman, C. P. & Higgs, S., 1 Jan 2019, In : Appetite. 132, p. 122-130

Research output: Contribution to journalArticle

Open Access

Using social norms to encourage healthier eating

Higgs, S., Liu, J., Collins, E. & Thomas, J., 1 Mar 2019, In : Nutrition Bulletin. 44, 1, p. 43-52 10 p.

Research output: Contribution to journalArticle

Open Access

What is 'Cyber Security'?: Differential Language of CyberSecurity Across the Lifespan

Jones, S., Collins, E., Levordashka, A., Muir, K. & Joinson, A., 4 May 2019, CHI 2019 - Extended Abstracts of the 2019 CHI Conference on Human Factors in Computing Systems. Association for Computing Machinery, Vol. 2019-May. 6 p.

Research output: Chapter in Book/Report/Conference proceedingChapter

Promoting healthy adolescent lifestyles through serious games: Enacting a multidisciplinary approach

Dunwell, I., Condon, L. A., Bul, K. C. M., Lang, A. R., Atkinson, S., Coulson, N. S. & Collins, E., 1 Jan 2017, Serious Games and Edutainment Applications: Volume II. Springer International Publishing, p. 323-348 26 p.

Research output: Chapter in Book/Report/Conference proceedingChapter

entertainment
adolescent
health risk
adolescence
research planning