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Subuhi Khan
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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
912016
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
382018
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
242018
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
132017
Using persuasive messages to increase engagement with mental health video game apps. Technology and Health
S Khan, J Peña
Elsevier, 2020
52020
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
52018
Using persuasive messages to increase engagement with mental health video game apps
S Khan, J Peña
Technology and Health, 353-376, 2020
42020
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
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