Max V Birk
Biographic Data
| ID | 7717691 |
|---|---|
| NAME | Max V Birk |
| GIVEN NAMES | Max V |
| FAMILY NAME | Birk |
| SIGNATURE | BIRK M V |
| AFFILIATIONS | Eindhoven University of Technology |
| ORCID | 0000-0002-1490-2086 |
| VERIFIED | Yes |
| TOTAL WORKS | 4 |
| TOTAL CITATIONS | 0 |
| AUTHOR COUNT | 4 |
| EDITOR COUNT | 0 |
| FIRST PUBLICATION YEAR | 2019 |
| LATEST PUBLICATION YEAR | 2025 |
| H-INDEX | 0 |
Do cognitive assessment games leave infrequent video game players behind? Evaluating frequent and infrequent players’ gaming experience and data quality
Cognitive assessment games are designed for the purpose of providing engaging and motivating cognitive assessment experiences in clinical and research settings. However, due to oversampling of frequent video game players, it is unclear how well cognitive assessment games serve individuals who rarely, if ever, play video games. This lack of understanding prevents researchers from identifying infrequent gamers’ needs and thus limits efforts to addr…
Ethical Challenges in Video Game Research
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OBJECTIVE: The present research examines the role of individual differences in self-regulation (i.e., demand-related action-state orientation) on initiative to resume an interrupted task. METHOD: = 32.6), participants were notified about a network interruption while playing a computer game. Participants could dismiss the interrupting notification by clicking a continue button or wait until the notification timed out. We manipulated demand by pres…
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
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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
Just a click away
OBJECTIVE: The present research examines the role of individual differences in self-regulation (i.e., demand-related action-state orientation) on initiative to resume an interrupted task. METHOD: = 32.6), participants were notified about a network interruption while playing a computer game. Participants could dismiss the interrupting notification by clicking a continue button or wait until the notification timed out. We manipulated demand by pres…
Do cognitive assessment games leave infrequent video game players behind? Evaluating frequent and infrequent players’ gaming experience and data quality
Cognitive assessment games are designed for the purpose of providing engaging and motivating cognitive assessment experiences in clinical and research settings. However, due to oversampling of frequent video game players, it is unclear how well cognitive assessment games serve individuals who rarely, if ever, play video games. This lack of understanding prevents researchers from identifying infrequent gamers’ needs and thus limits efforts to addr…
Ethical Challenges in Video Game Research
Computer Science (3 works) · Psychology (3 works) · Cognitive psychology (2 works) · Educational Games and Gamification (2 works) · Multimedia (2 works) · Video game (2 works) · Action (physics) (1 works) · Applied Psychology (1 works) · Artificial Intelligence in Games (1 works) · Behavioral Health and Interventions (1 works)