The psychology of immersion L Lukka The cutting edge of nordic larp, 81-92, 2014 | 35 | 2014 |
The dual-faceted role L Lukka Think larp: academic writings from KP2011, 152-170, 2011 | 17 | 2011 |
Why do adults seek treatment for gaming (disorder)? A qualitative study VM Karhulahti, S Behm, L Lukka Humanities and Social Sciences Communications 10 (1), 1-8, 2023 | 6 | 2023 |
Factors affecting Digital tool use in client interaction according to mental health professionals: interview study L Lukka, VM Karhulahti, JM Palva JMIR human factors 10, e44681, 2023 | 5 | 2023 |
„Psychotherapeutical Role-Playing.“ L Lukka Crossing Habitual Borders, 56-65, 2013 | 5 | 2013 |
The qualities of patients interested in using a game-based digital mental health intervention for depression: a sequential mixed methods study L Lukka, A Salonen, M Vesterinen, VM Karhulahti, S Palva, JM Palva BMC Digital Health 1 (1), 37, 2023 | 3 | 2023 |
6 Levels of Substitution. The Behaviour Substitution Model L Lukka The Knudepunkt 2015 Companion Book, 9-15, 2015 | 3 | 2015 |
Esiselvitys sosiaali-ja terveydenhuollon valtakunnallisen tilannekuvan ja valmiussuunnittelun jatkokehittämisestä L Lukka, T Saarenpää THL, 2021 | 2 | 2021 |
Conquering the mobile. A study on the contemporary practices in mobile game development through nine cases and the introduction of the DPS model L Lukka | 2 | 2017 |
Measuring digital intervention user experience with a novel ecological momentary assessment (EMA) method, CORTO L Lukka, VM Karhulahti, VR Bergman, JM Palva Internet Interventions 35, 100706, 2024 | 1 | 2024 |
The development of game-based digital mental health interventions: bridging the paradigms of health care and entertainment L Lukka, JM Palva JMIR serious games 11 (1), e42173, 2023 | 1 | 2023 |
Participant perceptions of game-based digital therapeutics software for major depressive disorder (Meliora) L Lukka, VM Karhulahti, M Palva OSF, 2022 | 1 | 2022 |
Design and implementation of a gameplay UI for a MOBA mobile game V Wahlroos | 1 | 2018 |
Advancing the acceptability of game-based digital mental health interventions: A qualitative study on clinicians’ views L Lukka, VM Karhulahti, JM Palva | | 2024 |
The user-centered design of game-based digital mental health interventions L Lukka Abstract Proceedings of DiGRA 2023 Conference: Limits and Margins of Games, 2023 | | 2023 |
Video games in mental healthcare: A qualitative study on clinicians’ views L Lukka, VM Karhulahti, M Palva OSF, 0 | | |
User journey facilitates digital intervention development and implementation L Lukka, M Vesterinen, A Salonen, VR Bergman, P Torkki, S Palva, ... OSF, 0 | | |
Improving the Formative Evaluation of Digital Interventions Using a Novel Qualitative Ecological Momentary Assessment (Ema) Method, Corto L Lukka, VM Karhulahti, VR Bergman, JM Palva Corto, 0 | | |