Greg Wadley
Biographic Data
| ID | 672618 |
|---|---|
| NAME | Greg Wadley |
| GIVEN NAMES | Greg |
| FAMILY NAME | Wadley |
| SIGNATURE | WADLEY G |
| AFFILIATIONS | The University of Melbourne |
| ORCID | 0000-0003-4230-3440 |
| VERIFIED | Yes |
| TOTAL WORKS | 7 |
| TOTAL CITATIONS | 0 |
| AUTHOR COUNT | 7 |
| EDITOR COUNT | 0 |
| FIRST PUBLICATION YEAR | 2014 |
| LATEST PUBLICATION YEAR | 2026 |
| H-INDEX | 0 |
Asymmetric Encounters with AI
Personalised affect-regulation playlists
Music listening can serve an affect-regulatory function. For instance, someone who feels anxious may listen to music with the goal of evoking a different, desired feeling (e.g., calmness), labelled ‘compensatory’ listening. However, music therapists recommend starting with music matching one’s current feelings before gradually shifting to music that evokes desired feelings, following the ‘iso principle’. Some evidence supports the effectiveness o…
“Instant Happiness”
Emotion trajectories in smartphone use
Video games for mental health
TEST 02 - Elsevier's Scopus, the largest abstract and citation database of peer-reviewed literature. Search and access research from the science, technology, medicine, social sciences and arts and humanities fields
Pharmacological Influences on the Neolithic Transition
While uncertainty remains as to the relative importance of the factors that propelled Neolithization at different sites, a model is gaining traction that proposes that cereal cultivation was adopted in part to produce alcohol for competitive feasting. The model ties together the emergence of two key phenomena – cereal cultivation and social inequality – and is supported by a variety of archaeological and ethnographic data. However pharmacological…
Voice in Virtual Worlds
Communication is a critical aspect of any collaborative system. In online multiplayer games and virtual worlds it is especially complex. Users are present over long periods, require both synchronous and asynchronous communication, and may prefer to be pseudonymous or engage in identity-play while managing virtual and physical use contexts. Initially the only medium for player-to-player communication in virtual worlds was text, a medium well suite…
No prominent works on this page.
Voice in Virtual Worlds
Communication is a critical aspect of any collaborative system. In online multiplayer games and virtual worlds it is especially complex. Users are present over long periods, require both synchronous and asynchronous communication, and may prefer to be pseudonymous or engage in identity-play while managing virtual and physical use contexts. Initially the only medium for player-to-player communication in virtual worlds was text, a medium well suite…
Pharmacological Influences on the Neolithic Transition
While uncertainty remains as to the relative importance of the factors that propelled Neolithization at different sites, a model is gaining traction that proposes that cereal cultivation was adopted in part to produce alcohol for competitive feasting. The model ties together the emergence of two key phenomena – cereal cultivation and social inequality – and is supported by a variety of archaeological and ethnographic data. However pharmacological…
Video games for mental health
TEST 02 - Elsevier's Scopus, the largest abstract and citation database of peer-reviewed literature. Search and access research from the science, technology, medicine, social sciences and arts and humanities fields
Emotion trajectories in smartphone use
“Instant Happiness”
Asymmetric Encounters with AI
Personalised affect-regulation playlists
Music listening can serve an affect-regulatory function. For instance, someone who feels anxious may listen to music with the goal of evoking a different, desired feeling (e.g., calmness), labelled ‘compensatory’ listening. However, music therapists recommend starting with music matching one’s current feelings before gradually shifting to music that evokes desired feelings, following the ‘iso principle’. Some evidence supports the effectiveness o…
Psychology (4 works) · Cognitive psychology (3 works) · Computer Science (3 works) · Impact of Technology on Adolescents (3 works) · Applied Psychology (2 works) · Digital Mental Health Interventions (2 works) · Feeling (2 works) · Human–computer interaction (2 works) · Mental Health Research Topics (2 works) · Perception (2 works)