Augmented versus virtual reality in education: An exploratory study examining science knowledge retention when using augmented reality/virtual reality mobile applications KT Huang, C Ball, J Francis, R Ratan, J Boumis, J Fordham Cyberpsychology, Behavior, and Social Networking 22 (2), 105-110, 2019 | 406 | 2019 |
Framing mental health within digital games: an exploratory case study of Hellblade J Fordham, C Ball JMIR mental health 6 (4), e12432, 2019 | 66 | 2019 |
Women Keep it Real: Avatar Gender Choice in League of Legends RA Ratan, JA Fordham, AP Leith, D Williams Cyberpsychology, Behavior, and Social Networking 22 (4), 254-257, 2019 | 45 | 2019 |
The effects of gender role stereotypes in digital learning games on motivation for STEM achievement I Hawkins, R Ratan, D Blair, J Fordham Journal of science education and technology 28, 628-637, 2019 | 33 | 2019 |
Stereotype threat in a video game context and its influence on perceptions of science, technology, engineering, and mathematics (STEM): Avatar-induced active self-concept as a … J Fordham, R Ratan, KT Huang, K Silva American Behavioral Scientist 64 (7), 900-926, 2020 | 26 | 2020 |
Monetization is the message: A historical examination of video game microtransactions C Ball, J Fordham Abstract Proceedings of DiGRA 2018 Conference: The Game is the Message, 2018 | 20 | 2018 |
Leaving in the past: The role history plays in video games J Fordham | 10 | 2012 |
To Hell and Back: Hellblade’s Depiction of Mental Illness and Its Impact J Fordham, C Ball Abstract Proceedings of DiGRA 2018 Conference: The Game is the Message, 2018 | 3 | 2018 |
Sentimental Avatars: Gender Identification and Vehicles of Selfhood in Popular Media From Nineteenth-Century Novels to Modern Video Games L Mendelman, RA Ratan, J Fordham, M Knittel, O Milik Games and Culture 16 (2), 160-186, 2021 | 2 | 2021 |
Framing Mental Health within Digital Games: A Case Study of Hellblade: Senua’s Sacrifice JA Fordham, C Ball JMIR mental health 6 (4), e12432, 2019 | 1 | 2019 |
ET The Extraterrestrial CA Ball, J Fordham 100 Greatest Video Game Franchises, 48-50, 2017 | 1 | 2017 |
Girls getting played: Video game stereotype effects on gendered career perceptions J Fordham, KT Huang, C Strayer, R Ratan Meaningful Play 2014: Proceedings of the Meaningful Play Conference. East …, 2014 | 1 | 2014 |
Lagging Behind: An Examination of Digital Inequality in Gaming and Esports C Ball, J Fordham Abstract Proceedings of DiGRA 2020 Conference: Play Everywhere, 2020 | | 2020 |
Street Fighter J Fordham, CA Ball 100 Greatest Video Game Franchises, 172-174, 2017 | | 2017 |
Big Daddy CA Ball, J Fordham 100 Greatest Video Game Franchises, 20-22, 2017 | | 2017 |