I am what I see: How avatar and opponent agent body size affects physical activity among men playing exergames J Peña, S Khan, C Alexopoulos Journal of Computer-Mediated Communication 21 (3), 195-209, 2016 | 95 | 2016 |
Game perspective-taking effects on players' behavioral intention, attitudes, subjective norms, and self-efficacy to help immigrants: the case of “papers, please” J Peña, JF Hernández Pérez, S Khan, ÁP Cano Gómez Cyberpsychology, Behavior, and Social Networking 21 (11), 687-693, 2018 | 41 | 2018 |
Gender policing in mainstream Hindi cinema: A decade of central female characters in top-grossing Bollywood movies S Khan, L Taylor International Journal of Communication 12, 22, 2018 | 23 | 2018 |
Playing to beat the blues: Linguistic agency and message causality effects on use of mental health games application S Khan, J Peña Computers in Human Behavior 71, 436-443, 2017 | 15 | 2017 |
Using persuasive messages to increase engagement with mental health video game apps. Technology and Health S Khan, J Peña Elsevier, 2020 | 5 | 2020 |
How persuasive are health advertisements in first-person shooter games? Exploring knowledge-activation and thought-disruption mechanisms J Peña, S Khan, CN Burrows, H Blanton Communication Research Reports 35 (4), 293-302, 2018 | 5 | 2018 |
Using persuasive messages to increase engagement with mental health video game apps S Khan, J Peña Technology and Health, 353-376, 2020 | 4 | 2020 |
The Influence of Linguistic Agency and Causality Attribution in Support-seeking about Depression on Perceived Stigma and Support Messages S Khan, T Gonzalez, R McKenzie, B Feng Journal of Health Communication 27 (5), 292-301, 2022 | | 2022 |