Mehmet Kosa
Biographic Data
| ID | 6187761 |
|---|---|
| NAME | Mehmet Kosa |
| GIVEN NAMES | Mehmet |
| FAMILY NAME | Kosa |
| SIGNATURE | KOSA M |
| AFFILIATIONS | Arizona State University |
| ORCID | 0000-0003-1564-2666 |
| VERIFIED | Yes |
| TOTAL WORKS | 5 |
| TOTAL CITATIONS | 0 |
| AUTHOR COUNT | 5 |
| EDITOR COUNT | 0 |
| FIRST PUBLICATION YEAR | 2021 |
| LATEST PUBLICATION YEAR | 2025 |
| H-INDEX | 0 |
The Role of Gaming Passion in Couples’ Romantic Relationships
The additive effects of interactivity, immersion, and eudaimonia for stress reduction and mood management: A randomized controlled study on games and virtual reality
STEM learning, science identity and immersivity: Giant screen films comparing 2D, 3D, and dome formats including a videogame assessment
Multiple assessments, including a novel videogame methodology, were used to understand how viewing a Giant Screen film in four different formats affected both science identity associated with liking science and desire to be a scientist, and learning gains on STEM content. Participants were 406 5th graders who were randomly assigned to watch the 45-min film called Amazon Adventure in either a (1) 2D Small Screen, (2) 2D Giant Flat Screen, (3) 3D G…
Need frustration in online video games
Self-determination theory posits that satisfaction of basic psychological needs is essential for well-being. Empirical evidence for the distinction between need frustration and need satisfaction has been growing within the last decade. However, research on player experience of need frustration is lagging behind. This paper investigates whether player experience of need frustration is distinct from need satisfaction in the online video games conte…
The role of need satisfaction in explaining intentions to purchase and play in Pokémon Go and the moderating role of prior experience
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The role of need satisfaction in explaining intentions to purchase and play in Pokémon Go and the moderating role of prior experience
Need frustration in online video games
Self-determination theory posits that satisfaction of basic psychological needs is essential for well-being. Empirical evidence for the distinction between need frustration and need satisfaction has been growing within the last decade. However, research on player experience of need frustration is lagging behind. This paper investigates whether player experience of need frustration is distinct from need satisfaction in the online video games conte…
STEM learning, science identity and immersivity: Giant screen films comparing 2D, 3D, and dome formats including a videogame assessment
Multiple assessments, including a novel videogame methodology, were used to understand how viewing a Giant Screen film in four different formats affected both science identity associated with liking science and desire to be a scientist, and learning gains on STEM content. Participants were 406 5th graders who were randomly assigned to watch the 45-min film called Amazon Adventure in either a (1) 2D Small Screen, (2) 2D Giant Flat Screen, (3) 3D G…
The additive effects of interactivity, immersion, and eudaimonia for stress reduction and mood management: A randomized controlled study on games and virtual reality
The Role of Gaming Passion in Couples’ Romantic Relationships
Psychology (5 works) · Social Psychology (4 works) · Computer Science (3 works) · Aesthetics (2 works) · Art (2 works) · Creativity in Education and Neuroscience (2 works) · Multimedia (2 works) · Psychological and Temporal Perspectives Research (2 works) · Psychological Well-being and Life Satisfaction (2 works) · Adventure (1 works)