Haring, P. (2021). The Effect of a Health Game Prompt on Self-efficacy: Online Between-Subjects Experimental Survey. In JMIR Serious Games volume 9/1 – 2021.
Gastcollege online Psychotherapeutische games Games & Interaction, HKU University of Arts, 2020.
Haring, P., Warmelink, H., Valente, M. & Roth, C. (2018) Using the Revised Bloom Taxonomy to Analyze Psychotherapeutic Games. International Journal of Computer Games Technology, volume 18.
Guest lecture Serious games for Health. Media psychology course, Amsterdam University College, 2017.
Haring, P., & Warmelink, H. (2016). Looking for Metacognition. In International Conference on Games and Learning Alliance (pp. 95-106). Springer.
Presentation The effect of a game prompt on self-efficacy concerning problem-solving challenges of living with Diabetes type II at Researching Games Barcamp, Play Week Berlin 2016.
Keynote Play together, learn together. Game Based Learning in social context. Launch of an Erasmus+ project on Game Based Learning, 26 november 2015, Hoogeveen.
Gastcollege Make them play. Persuasieve Technologie, Radboud Universiteit Nijmegen, 2015.
Presentatie In je zak RTC Netwerkborrel: Level 2014 van het Regionaal Technologisch Centrum West-Vlaanderen, 30 januari 2014, Kortijk.
Presentation at the Barcamp Researching Games 2013. Examining perceived reality, cultivation effects, social presence and strategic knowledge in two gaming types: 1) MMORPG 2) ARG. ‘Alternate Reality Gaming changes reality’. 28/29 September 2013, Wiesbaden.
Presentation Got Game Conference Amsterdam, 2012. Head into games on game enjoyment, basic human needs and serious gaming.
Creating Serious Gaming. Guest lecture for Media Design students at the Edith Cowan University, Perth, Australia. Perth ECU lecture Creativity and Serious games
Haring, P., Chakinska, D., & Ritterfeld, U. (2011). Understanding Serious Gaming: A Psychological Perspective. In Felicia, P. (Ed.), Handbook of Research on Improving Learning and Motivation through Educational Games: Multidisciplinary Approaches. (pp. 413-430). doi:10.4018/978-1-60960-495-0.ch020
ARG vs. MMORPG: More Real, and More Social on ARGnet
How Alternate Reality Gaming changes reality. The effects of playing an Alternate Reality Game on reality, during and beyond game play, compared to the effects of playing a Massively Multi-player Online Role Playing Game. How ARG changes reality_Masterthesis_Priscilla_Haring
Ritterfeld, U., Roelofsma, P., Haring, P., Chakinska, D., Van den Bosch, M., & Versteeg, L. (2010). Head first into serious health gaming. a2e2 as a new approach of digital exercise coaching for seniors. Conference publicatie van GameDays 2010; Serious Games for Sports and Health. Head First
Real vs Virtual (2009) artikel in Essay, Faculteitsblad Sociale Wetenschappen, Vrije Universiteit Amsterdam.
Poster Introducing audio books. Usage of audio books in Germany, the Netherlands and the USA – an explorative study.. ETMAAL conference, 2010.
Looking at ‘online English’ and ‘informal English’. Discussing Computer Mediated Communication in general and web fora in specific. Informal fora
Paper Online English in gamers chat. Distills and discusses several characteristics of a transcript of a chat channel in a MMORPG.
The people you know. The effect of a non-celebrity endorser in a television commercial campaign with a recurring narrative on consumer brand awareness. The people you know
Effecten van informatiedichtheid in een advertentie gelet op visuele informatie en de neiging tot nadenken. Thesis for Bachelor of Science, VU University Amsterdam. Informatiedichtheid in advertentie