321 results on '"Dixon, Mike J."'
Search Results
2. To Pay or Just Play? Examining Individual Differences Between Purchasers and Earners of Loot Boxes in Overwatch
3. Examining the effects of caffeine during an auditory attention task
4. Push Outcomes Bias Perceptions of Scratch Card Games
5. Using Icon Arrays to Communicate Gambling Information Reduces the Appeal of Scratch Card Games
6. Caffeine Use and Attentional Engagement in Everyday Life
7. The relation between self-reported healthy living and attentional engagement in everyday life
8. Contrasting Mind-Wandering, (Dark) Flow, and Affect During Multiline and Single-Line Slot Machine Play
9. Winning isn't everything: The impact of optimally challenging smartphone games on flow, game preference and individuals gaming to escape aversive bored states
10. Measuring Gamblers’ Behaviour to Show That Negative Sounds Can Reveal the True Nature of Losses Disguised as Wins in Multiline Slot Machines
11. Do losses disguised as wins create a “sweet spot” for win overestimates in multiline slots play?
12. Rare Loot Box Rewards Trigger Larger Arousal and Reward Responses, and Greater Urge to Open More Loot Boxes
13. Scratch Card Near-Miss Outcomes Increase the Urge to Gamble, but Do Not Impact Further Gambling Behaviour: A Pre-registered Replication and Extension
14. Graphical Depiction of Statistical Information Improves Gambling-Related Judgments
15. Developing Adaptive, Personalised, Autonomous Social Robots Using Physiological Signals: System Development and a Pilot Study
16. Losses Disguised as Wins Affect Game Selection on Multiline Slots
17. Unclaimed Prize Information Biases Perceptions of Winning in Scratch Card Gambling
18. Isolating automatic photism generation from strategic photism use in grapheme-colour synaesthesia
19. Dark Flow, Depression and Multiline Slot Machine Play
20. Near-Misses and Stop Buttons in Slot Machine Play: An Investigation of How They Affect Players, and May Foster Erroneous Cognitions
21. Instagram, Depression, And Dark Flow – Using Social Media as a Maladaptive Coping Mechanism
22. Increased Urge to Gamble Following Near-Miss Outcomes May Drive Purchasing Behaviour in Scratch Card Gambling
23. The Candy Crush Sweet Tooth: How ‘Near-misses’ in Candy Crush Increase Frustration, and the Urge to Continue Gameplay
24. Reinforcing Small Wins and Frustrating Near-Misses: Further Investigation Into Scratch Card Gambling
25. To Pay or Just Play? Examining Individual Differences Between Purchasers and Earners of Loot Boxes in Overwatch
26. “I was that close”: Investigating Players’ Reactions to Losses, Wins, and Near-Misses on Scratch Cards
27. Upping the Reinforcement Rate by Playing the Maximum Lines in Multi-line Slot Machine Play
28. Push Outcomes Bias Perceptions of Scratch Card Games
29. Using Sound to Unmask Losses Disguised as Wins in Multiline Slot Machines
30. Using Icon Arrays to Communicate Gambling Information Reduces the Appeal of Scratch Card Games
31. The Impact of Sound in Modern Multiline Video Slot Machine Play
32. Grapheme Frequency and Color Luminance in Grapheme-Color Synaesthesia
33. The Frustrating Effects of Just Missing the Jackpot: Slot Machine Near-Misses Trigger Large Skin Conductance Responses, But No Post-reinforcement Pauses
34. Synesthetic Color Experiences Influence Memory
35. Cross-Cultural Studies Into Gambling Consumption Behavior: Eyeing Eye-Tracking Measures
36. Time–space synaesthesia – A cognitive advantage?
37. A different outlook on time: Visual and auditory month names elicit different mental vantage points for a time-space synaesthete
38. The ups and downs (and lefts and rights) of synaesthetic number forms: Validation from spatial cueing and SNARC-type tasks
39. Dose-related antinociceptive effects of intravenous buprenorphine in cats
40. Cleft lip and palate
41. The allure of multi-line games in modern slot machines
42. Contrasting Mind-Wandering, (Dark) Flow, and Affect During Multiline and Single-Line Slot Machine Play
43. Grapheme-color synesthesia influences overt visual attention
44. Escaping the Woes Through Flow? Examining the Relationship Between Escapism, Depression, and Flow Experience in Role-Playing and Platform Games
45. A role for action knowledge in visual object identification
46. Effects of buprenorphine, carprofen and saline on thermal and mechanical nociceptive thresholds in cats
47. Ovals of time: Time-space associations in synaesthesia
48. Understanding the structural determinants of object confusion in memory: An assessment of psychophysical approaches to estimating visual similarity
49. Not all synaesthetes are created equal: Projector versus associator synaesthetes
50. Unclaimed prize information increases the appeal of scratch card games
Catalog
Books, media, physical & digital resources
Discovery Service for Jio Institute Digital Library
For full access to our library's resources, please sign in.