Three objections to a novel paradigm in social media effects research | 10.31234/osf.io/dpuya_v2 | 2025-05-28 |
Where Science Meets Discourse: What a Flawed Commentary of Three Papers Can Teach Us About Research on Well-Being in the Digital Age | 10.31234/osf.io/v54tp_v1 | 2025-05-16 |
Smell-e Technology: Bridging the gap between virtual and real-life food responses using an immersive multisensory VR food environment | 10.31234/osf.io/6jwyr_v1 | 2025-04-13 |
Estimating Signal Detection Models with regression using the brms R package | 10.31234/osf.io/vtfc3_v1 | 2025-04-04 |
Perceived value of video games, but not hours played, predicts mental well-being in adult Nintendo players | 10.31234/osf.io/3srcw_v2 | 2025-03-24 |
Learning from errors versus explicit instruction in preparation for a test that counts | 10.1111/bjep.12651 | 2025-03 |
Perceived value of video games, but not hours played, predicts mental well-being in casual adult Nintendo players | 10.1098/rsos.241174 | 2025-03 |
Affective Uplift During Video Game Play: A Naturalistic Case Study | 10.1145/3659464 | 2024-09-30 |
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/e874s | 2024-09-30 |
Communicating causal effect heterogeneity | 10.31234/osf.io/mwg4f | 2024-09-03 |
Communicating causal effect heterogeneity | 10.31234/osf.io/mwg4f_v1 | 2024-09-03 |
Global Well-Being and Mental Health in the Internet Age | 10.1177/21677026231207791 | 2024-09 |
Perceived value of video games, but not hours played, predicts mental well-being in adult Nintendo players | 10.31234/osf.io/3srcw | 2024-07-12 |
Perceived value of video games, but not hours played, predicts mental well-being in adult Nintendo players | 10.31234/osf.io/3srcw_v1 | 2024-07-12 |
How do video games affect mental health? A narrative review of 13 proposed mechanisms | 10.31234/osf.io/q2kxg | 2024-05-30 |
A multiverse analysis of the associations between internet use and well-being. | 10.1037/tmb0000127 | 2024-05-13 |
A tutorial for deception detection analysis or | 10.1007/s10919-024-00456-x | 2024-03 |
Balance between solitude and socializing: everyday solitude time both benefits and harms well-being | 10.1038/s41598-023-44507-7 | 2023-12-05 |
Affective Uplift During Video Game Play: A Naturalistic Case Study | 10.31234/osf.io/z3ejx | 2023-10-27 |
An intensive longitudinal dataset of in-game player behaviour and well-being in PowerWash Simulator | 10.1038/s41597-023-02530-3 | 2023-09-13 |
Estimating the association between Facebook adoption and well-being in 72 countries | 10.1098/rsos.221451 | 2023-08 |
An intensive longitudinal dataset of in-game player behaviour and well-being in PowerWash Simulator | 10.31234/osf.io/kyn7g | 2023-06-02 |
Bayesian Generalized Linear Mixed Effects Models for Deception Detection Analyses | 10.31234/osf.io/fdh5b_v1 | 2023-05-16 |
Bayesian Generalized Linear Mixed Effects Models for Deception Detection Analyses | 10.31234/osf.io/fdh5b | 2023-05-16 |
A multiverse analysis of the associations between internet use and well-being | 10.31234/osf.io/jp5nd | 2023-03-27 |
Curiosity: The effects of feedback and confidence on the desire to know. | 10.1037/xge0001284 | 2023-02 |
A co-produced online cultural experience compared to a typical museum website for mental health in people aged 16-24 | 10.1177/00048674221115648 | 2023 |
Estimating the association between Facebook adoption and well-being in 72 countries | 10.31234/osf.io/r794k | 2022-09-16 |
Global well-being and mental health in the internet age | 10.31234/osf.io/9tbjy_v1 | 2022-08-17 |
Global well-being and mental health in the internet age | 10.31234/osf.io/9tbjy | 2022-08-17 |
Measures of relative metacognitive accuracy are confounded with task performance in tasks that permit guessing | 10.1007/s11409-020-09257-1 | 2022-08 |
Three objections to a novel paradigm in social media effects research | 10.31234/osf.io/dpuya | 2022-07-15 |
Time spent playing video games is unlikely to impact well-being | 10.1098/rsos.220411 | 2022-07 |
Time Spent Playing Two Online Shooters Has No Measurable Effect on Aggressive Affect | 10.1525/collabra.34606 | 2022-05-01 |
Time spent playing two online shooters has no measurable effect on aggressive affect | 10.31234/osf.io/gt8ze | 2022-01-24 |
A large-scale study of changes to the quantity, quality, and distribution of video game play during a global health pandemic. | 10.1037/tmb0000048 | 2021-11-08 |
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.supp | 2021-11-08 |
How should we investigate variation in the relation between social media and well-being? | 10.31234/osf.io/xahbg | 2021-10-13 |
Time spent playing video games is unlikely to impact well-being | 10.31234/osf.io/8cxyh | 2021-10-11 |
There Is No Evidence That Associations Between Adolescents’ Digital Technology Engagement and Mental Health Problems Have Increased | 10.1177/2167702621994549 | 2021-09 |
Sharing and organizing research products as R packages | 10.3758/s13428-020-01436-x | 2021-04-01 |
There is no evidence that associations between adolescents’ digital technology engagement and mental health problems have increased | 10.31234/osf.io/nv5qj | 2021-03-01 |
A large-scale study of changes to the quantity, quality, and distribution of video game play during the COVID-19 pandemic | 10.31234/osf.io/8me6p | 2021-02-16 |
Video game play is positively correlated with well-being | 10.1098/rsos.202049 | 2021-02 |
Video game play is positively correlated with well-being | 10.31234/osf.io/qrjza | 2020-11-13 |
Memory, stress, and the hippocampal hypothesis: Firefighters' recollections of the fireground | 10.1002/hipo.23128 | 2019-06-29 |
Ordinal Regression Models in Psychology: A Tutorial | 10.1177/2515245918823199 | 2019-03 |
Within-subject mediation analysis for experimental data in cognitive psychology and neuroscience | 10.3758/s13428-017-0980-9 | 2018-10-15 |
Tip-of-the-tongue states predict enhanced feedback processing and subsequent memory | 10.1016/j.concog.2018.05.010 | 2018-08 |
Curating Research Assets: A Tutorial on the Git Version Control System | 10.31234/osf.io/6tzh8 | 2018-06-01 |
Cross domain self-monitoring in anosognosia for memory loss in Alzheimer's disease | 10.1016/j.cortex.2018.01.019 | 2018-04 |
Bayesian evaluation of behavior change interventions: a brief introduction and a practical example | 10.1080/21642850.2018.1428102 | 2018-01-01 |
Using Visual Illusions to Examine Action-Related Perceptual Changes | 10.7916/D8W39CRZ | 2018 |
Bayesian evaluation of behavior change interventions: A brief introduction and a practical example | 10.31234/osf.io/xmgwv | 2017-08-08 |
Voluntary action alters the perception of visual illusions | 10.3758/s13414-017-1321-x | 2017-07-27 |
Within-subject mediation analysis | 10.31219/osf.io/s48e2 | 2017-05-02 |
How action selection influences the sense of agency: An ERP study | 10.1016/j.neuroimage.2017.02.015 | 2017-04 |
Investigating the Prospective Sense of Agency: Effects of Processing Fluency, Stimulus Ambiguity, and Response Conflict | 10.3389/fpsyg.2017.00545 | 2017-04 |
On Time, Causation, and the Sense of Agency | No DOI available. | 2017-01-01 |
Integrating prospective and retrospective cues to the sense of agency: a multi-study investigation† | 10.1093/nc/nix012 | 2017-01 |
bmlm: Bayesian Multilevel Mediation | 10.32614/cran.package.bmlm | 2016-07-20 |
The relation between the sense of agency and the experience of flow | 10.1016/j.concog.2016.06.001 | 2016-07 |
On the (non) persuasive power of a brain image. | 10.3758/s13423-013-0391-6 | 2013-08 |