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M V

Matti Vuorre

Employment

OrganisationRoleDepartmentStart dateEnd date
Tilburg UniversityAssistant ProfessorNot specified2023-01-01
University of OxfordPostdoctoral ResearcherNot specified20202022-12-31
Columbia UniversityPostdoctoral Research ScientistNot specified20182020

Education

OrganisationDegree/titleDepartmentStart dateEnd date
Columbia UniversityPhDNot specified20132018
Columbia UniversityMPhilNot specified20132017
Columbia UniversityM.A.Not specified20132015
Victoria University of WellingtonBSc (Hons)Not specified20092013

Works

TitleDOIPublished date
Three objections to a novel paradigm in social media effects research10.31234/osf.io/dpuya_v22025-05-28
Where Science Meets Discourse: What a Flawed Commentary of Three Papers Can Teach Us About Research on Well-Being in the Digital Age10.31234/osf.io/v54tp_v12025-05-16
Smell-e Technology: Bridging the gap between virtual and real-life food responses using an immersive multisensory VR food environment10.31234/osf.io/6jwyr_v12025-04-13
Estimating Signal Detection Models with regression using the brms R package10.31234/osf.io/vtfc3_v12025-04-04
Perceived value of video games, but not hours played, predicts mental well-being in adult Nintendo players10.31234/osf.io/3srcw_v22025-03-24
Learning from errors versus explicit instruction in preparation for a test that counts10.1111/bjep.126512025-03
Perceived value of video games, but not hours played, predicts mental well-being in casual adult Nintendo players10.1098/rsos.2411742025-03
Affective Uplift During Video Game Play: A Naturalistic Case Study10.1145/36594642024-09-30
The smoke-detector principle of pathogen avoidance: A test of how the behavioral immune system gives rise to prejudice (stage 1 registered report)10.31234/osf.io/e874s2024-09-30
Communicating causal effect heterogeneity10.31234/osf.io/mwg4f2024-09-03
Communicating causal effect heterogeneity10.31234/osf.io/mwg4f_v12024-09-03
Global Well-Being and Mental Health in the Internet Age10.1177/216770262312077912024-09
Perceived value of video games, but not hours played, predicts mental well-being in adult Nintendo players10.31234/osf.io/3srcw2024-07-12
Perceived value of video games, but not hours played, predicts mental well-being in adult Nintendo players10.31234/osf.io/3srcw_v12024-07-12
How do video games affect mental health? A narrative review of 13 proposed mechanisms10.31234/osf.io/q2kxg2024-05-30
A multiverse analysis of the associations between internet use and well-being.10.1037/tmb00001272024-05-13
A tutorial for deception detection analysis or10.1007/s10919-024-00456-x2024-03
Balance between solitude and socializing: everyday solitude time both benefits and harms well-being10.1038/s41598-023-44507-72023-12-05
Affective Uplift During Video Game Play: A Naturalistic Case Study10.31234/osf.io/z3ejx2023-10-27
An intensive longitudinal dataset of in-game player behaviour and well-being in PowerWash Simulator10.1038/s41597-023-02530-32023-09-13
Estimating the association between Facebook adoption and well-being in 72 countries10.1098/rsos.2214512023-08
An intensive longitudinal dataset of in-game player behaviour and well-being in PowerWash Simulator10.31234/osf.io/kyn7g2023-06-02
Bayesian Generalized Linear Mixed Effects Models for Deception Detection Analyses10.31234/osf.io/fdh5b_v12023-05-16
Bayesian Generalized Linear Mixed Effects Models for Deception Detection Analyses10.31234/osf.io/fdh5b2023-05-16
A multiverse analysis of the associations between internet use and well-being10.31234/osf.io/jp5nd2023-03-27
Curiosity: The effects of feedback and confidence on the desire to know.10.1037/xge00012842023-02
A co-produced online cultural experience compared to a typical museum website for mental health in people aged 16-2410.1177/000486742211156482023
Estimating the association between Facebook adoption and well-being in 72 countries10.31234/osf.io/r794k2022-09-16
Global well-being and mental health in the internet age10.31234/osf.io/9tbjy_v12022-08-17
Global well-being and mental health in the internet age10.31234/osf.io/9tbjy2022-08-17
Measures of relative metacognitive accuracy are confounded with task performance in tasks that permit guessing10.1007/s11409-020-09257-12022-08
Three objections to a novel paradigm in social media effects research10.31234/osf.io/dpuya2022-07-15
Time spent playing video games is unlikely to impact well-being10.1098/rsos.2204112022-07
Time Spent Playing Two Online Shooters Has No Measurable Effect on Aggressive Affect10.1525/collabra.346062022-05-01
Time spent playing two online shooters has no measurable effect on aggressive affect10.31234/osf.io/gt8ze2022-01-24
A large-scale study of changes to the quantity, quality, and distribution of video game play during a global health pandemic.10.1037/tmb00000482021-11-08
Supplemental Material for A large-scale study of changes to the quantity, quality, and distribution of video game play during a global health pandemic.10.1037/tmb0000048.supp2021-11-08
How should we investigate variation in the relation between social media and well-being?10.31234/osf.io/xahbg2021-10-13
Time spent playing video games is unlikely to impact well-being10.31234/osf.io/8cxyh2021-10-11
There Is No Evidence That Associations Between Adolescents’ Digital Technology Engagement and Mental Health Problems Have Increased10.1177/21677026219945492021-09
Sharing and organizing research products as R packages10.3758/s13428-020-01436-x2021-04-01
There is no evidence that associations between adolescents’ digital technology engagement and mental health problems have increased10.31234/osf.io/nv5qj2021-03-01
A large-scale study of changes to the quantity, quality, and distribution of video game play during the COVID-19 pandemic10.31234/osf.io/8me6p2021-02-16
Video game play is positively correlated with well-being10.1098/rsos.2020492021-02
Video game play is positively correlated with well-being10.31234/osf.io/qrjza2020-11-13
Memory, stress, and the hippocampal hypothesis: Firefighters' recollections of the fireground10.1002/hipo.231282019-06-29
Ordinal Regression Models in Psychology: A Tutorial10.1177/25152459188231992019-03
Within-subject mediation analysis for experimental data in cognitive psychology and neuroscience10.3758/s13428-017-0980-92018-10-15
Tip-of-the-tongue states predict enhanced feedback processing and subsequent memory10.1016/j.concog.2018.05.0102018-08
Curating Research Assets: A Tutorial on the Git Version Control System10.31234/osf.io/6tzh82018-06-01
Cross domain self-monitoring in anosognosia for memory loss in Alzheimer's disease10.1016/j.cortex.2018.01.0192018-04
Bayesian evaluation of behavior change interventions: a brief introduction and a practical example10.1080/21642850.2018.14281022018-01-01
Using Visual Illusions to Examine Action-Related Perceptual Changes10.7916/D8W39CRZ2018
Bayesian evaluation of behavior change interventions: A brief introduction and a practical example10.31234/osf.io/xmgwv2017-08-08
Voluntary action alters the perception of visual illusions10.3758/s13414-017-1321-x2017-07-27
Within-subject mediation analysis10.31219/osf.io/s48e22017-05-02
How action selection influences the sense of agency: An ERP study10.1016/j.neuroimage.2017.02.0152017-04
Investigating the Prospective Sense of Agency: Effects of Processing Fluency, Stimulus Ambiguity, and Response Conflict10.3389/fpsyg.2017.005452017-04
On Time, Causation, and the Sense of AgencyNo DOI available.2017-01-01
Integrating prospective and retrospective cues to the sense of agency: a multi-study investigation†10.1093/nc/nix0122017-01
bmlm: Bayesian Multilevel Mediation10.32614/cran.package.bmlm2016-07-20
The relation between the sense of agency and the experience of flow10.1016/j.concog.2016.06.0012016-07
On the (non) persuasive power of a brain image.10.3758/s13423-013-0391-62013-08

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