Anna L Cox
Biographic Data
| ID | 7594205 |
|---|---|
| NAME | Anna L Cox |
| GIVEN NAMES | Anna L |
| FAMILY NAME | Cox |
| SIGNATURE | COX A L |
| AFFILIATIONS | University College London |
| ORCID | 0000-0003-2231-2964 |
| VERIFIED | Yes |
| TOTAL WORKS | 11 |
| TOTAL CITATIONS | 0 |
| WORKS AS AUTHOR | 11 |
| WORKS AS EDITOR | 0 |
| FIRST PUBLICATION YEAR | 2005 |
| LATEST PUBLICATION YEAR | 2024 |
| H-INDEX | 0 |
Designing personalized mental health interventions for anxiety
Anxiety disorders are the most common mental health problem, and cognitive-behavioral therapy is one of the most widely used, evidence-based treatments. While several mobile apps for anxiety that integrate cognitive-behavioral therapy (CBT) techniques exist, ma- jor challenges remain concerning uptake and engagement. Personalization is one strategy that can be used to improve client engagement, and integrating therapist input is one mechanism for…
Emotion trajectories in smartphone use
Designing gamified rewards to encourage repeated app selection
Designers commonly use gamification to improve the frequency of engagement with apps, but often fail to consider the impact of placement on reward value. As rewards tend to depreciate if delayed (termed temporal discounting), placing a reward further into the future can significantly affect its ability to motivate behaviour. We examine the most effective placement of gamified rewards so as to reduce discounting and to increase the frequency an ap…
The new normals of work
The COVID-19 pandemic led to governments advising citizens to engage in ’social distancing’ measures. These measures included working from home rather than in an office. As a result, many people had to rapidly develop new working strategies. As we look to a new future of work, with many workplaces examining long-term remote or hybrid working set-ups, it is important to understand how people developed remote working strategies and the contextual f…
Human accuracy in mobile data collection
What influences the selection of contextual cues when starting a new routine behaviour? An exploratory study
Future behaviour change interventions that rely on routine behaviours might fruitfully include the provision of educational information regarding what approaches are suboptimal (single factors, vaguely defined plans) and what is most likely to work (combining multiple clearly defined cues). They should also assess people's existing beliefs about how to best remember specific behaviours as such beliefs can either enhance or inhibit the cues they s…
Prioritizing unread e-mails
[no abstract]
Demo hour
forum Demo hour Share on Authors: Paulina Yurman Goldsmiths, University of London Goldsmiths, University of LondonView Profile , Marloes ten Bhömer Kingston University Kingston UniversityView Profile , Renee Noortman Eindhoven University of Technology Eindhoven University of TechnologyView Profile , Britta F. Schulte University College London University College LondonView Profile , Paul Marshall University of Bristol University of BristolView Pro…
Game-Play Breakdowns and Breakthroughs
Game developers have to ensure their games are appealing to, and playable by, a range of people. However, although there has been interest in the game-play experience, we know little about how learning relates to player involvement. This is despite challenge being an integral part of game-play, providing players with potential opportunities to learn. This article reports on a multiple case-study approach that explored how learning and involvement…
Measuring and defining the experience of immersion in games
‘At least they’re learning something’
This paper reports the results of a study which investigated whether there is a common understanding of the terms plagiarism and collusion between students and staff. Participants made judgements on scenarios describing student behaviour in assessments. The results suggest that although plagiarism is well understood, the same can not be said of collusion. Both staff and students feel that collusion is much more acceptable than plagiarism because …
No prominent works on this page.
‘At least they’re learning something’
This paper reports the results of a study which investigated whether there is a common understanding of the terms plagiarism and collusion between students and staff. Participants made judgements on scenarios describing student behaviour in assessments. The results suggest that although plagiarism is well understood, the same can not be said of collusion. Both staff and students feel that collusion is much more acceptable than plagiarism because …
Measuring and defining the experience of immersion in games
Game-Play Breakdowns and Breakthroughs
Game developers have to ensure their games are appealing to, and playable by, a range of people. However, although there has been interest in the game-play experience, we know little about how learning relates to player involvement. This is despite challenge being an integral part of game-play, providing players with potential opportunities to learn. This article reports on a multiple case-study approach that explored how learning and involvement…
Demo hour
forum Demo hour Share on Authors: Paulina Yurman Goldsmiths, University of London Goldsmiths, University of LondonView Profile , Marloes ten Bhömer Kingston University Kingston UniversityView Profile , Renee Noortman Eindhoven University of Technology Eindhoven University of TechnologyView Profile , Britta F. Schulte University College London University College LondonView Profile , Paul Marshall University of Bristol University of BristolView Pro…
Human accuracy in mobile data collection
What influences the selection of contextual cues when starting a new routine behaviour? An exploratory study
Future behaviour change interventions that rely on routine behaviours might fruitfully include the provision of educational information regarding what approaches are suboptimal (single factors, vaguely defined plans) and what is most likely to work (combining multiple clearly defined cues). They should also assess people's existing beliefs about how to best remember specific behaviours as such beliefs can either enhance or inhibit the cues they s…
Prioritizing unread e-mails
[no abstract]
Designing gamified rewards to encourage repeated app selection
Designers commonly use gamification to improve the frequency of engagement with apps, but often fail to consider the impact of placement on reward value. As rewards tend to depreciate if delayed (termed temporal discounting), placing a reward further into the future can significantly affect its ability to motivate behaviour. We examine the most effective placement of gamified rewards so as to reduce discounting and to increase the frequency an ap…
The new normals of work
The COVID-19 pandemic led to governments advising citizens to engage in ’social distancing’ measures. These measures included working from home rather than in an office. As a result, many people had to rapidly develop new working strategies. As we look to a new future of work, with many workplaces examining long-term remote or hybrid working set-ups, it is important to understand how people developed remote working strategies and the contextual f…
Emotion trajectories in smartphone use
Designing personalized mental health interventions for anxiety
Anxiety disorders are the most common mental health problem, and cognitive-behavioral therapy is one of the most widely used, evidence-based treatments. While several mobile apps for anxiety that integrate cognitive-behavioral therapy (CBT) techniques exist, ma- jor challenges remain concerning uptake and engagement. Personalization is one strategy that can be used to improve client engagement, and integrating therapist input is one mechanism for…
Computer Science (9 works) · Psychology (8 works) · Cognitive psychology (4 works) · Business (3 works) · Educational Games and Gamification (3 works) · Mental Health Research Topics (3 works) · Social Psychology (3 works) · Anxiety (2 works) · Applied Psychology (2 works) · Behavioral Health and Interventions (2 works)