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Book Chapters

Kaye, L. K. (2021). What your emoji says about you. In P. Seargeant (Ed.), The Routledge Handbook of Emoji Studies. Routledge

Kaye, L. K., Kuss, D. J., & Rumpf, H. (2021). Conceptual and methodological considerations of Gaming Disorder and Internet Gaming Disorder. In N. el-Guebaly, G. Carrà, M. Galanter & A. M. Baldacchino (Eds.), Textbook of Addiction Treatment: International Perspectives, 2nd edition (pp. 967-977). Springer Nature

Kaye, L. K. (2019). The role of gamer identity on digital gaming outcomes. In A. Marcus & W. Wang (Eds.), Design, User Experience and Usability: Design, Philosophy and Theory (pp. 460-465). Springer.  

 

Kaye, L. K. (2019). Gaming classifications and player demographics. In A. Attrill-Smith, C. Fullwood, D. Kuss, & M. Keep (Eds.), Oxford Handbook of Cyberpsychology (pp. 609-626). Oxford: Oxford University Press [Abstract] [Visual]

 

Kowert, R., & Kaye, L. K. (2018). Video Games are not Socially Isolating. In C. Ferguson (Ed.), Video Game Influences on Aggression, Cognition, and Attention (pp. 185-195). New York: Springer [Chapter]

Kaye, L. K., Monk, R. L., & Hamlin, I. (2018). “Feeling appy?”: Using app-based methodology to explore contextual effects on real-time cognitions, affect and behaviours. In C. Costa & J. Condie (Eds.), Doing research in and on the digital: Research methods across fields of inquiry (pp. 11-29). London: Routledge [Abstract]

 

Wall, H. J., & Kaye, L. K. (2018). Online Decision Making: Online influence and implications for Cyber Security. In J. McAlaney, L. Frumkin & V. Benson (Eds.), Psychological and Behavioral Examinations in Cyber Security (pp.1-25). IGI Global [Abstract]

 

Kaye, L. K. (2018). Online Research Methods for Cybersecurity Research. In J. McAlaney, L. Frumkin & V. Benson (Eds.), Psychological and Behavioral Examinations in Cyber Security (pp. 253-265). IGI Global [Abstract

 

Kaye, L. K. (2017). The Process Model of Gameplay to Understand Digital Gaming Outcomes. In M. Khosrow-Pour (Eds.), Encyclopedia of Information Science and Technology (4th Edition). (pp. 3317-3326). Hershey PA: IGI Global [Abstract] [Visual]


Kaye, L. K. (2016). Applying psychology within games development: What can the gaming industry learn from this discipline? In. A. Attrill & C. Fullwood (Eds.), Applied Cyberpsychology: Practical Applications of Cyberpsychological Theory and Research (pp. 179-196). Palgrave Macmillan [Abstract]

 

Kinsella, C., Kaye, L. K. & Putwain, D. (2015). Can arts-based education help re-engage excluded learners?: A case study of an arts-based programme aimed at enhancing educational engagement. In. G. Brewer & R. Hogarth (Eds.), Creative Education, Teaching and Learning: Creativity, Engagement and the Student Experience. (pp. 290-306). London: Palgrave Macmillan [Abstract]

 

Kaye, L. K. (2014). Football Manager as a persuasive game for social identity formation. In D. Ruggiero (Ed.), Cases on the Societal Effects of Persuasive Games. (pp. 1-17). IGI Global. doi: 10.4018/978-1-4666-6206-3.ch001 [Abstract] [Visual]

 

Bryce, J. & Kaye, L. K. (2011). Computer and videogames. In G. Brewer (Ed). Media Psychology (pp. 101-114). London: Palgrave McMillan

 

 

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