Publications

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(2024). 'Don’t research us' — How Mastodon instance rules connect to research ethics. Publizistik.

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(2024). Are We Replicating Yet? Reproduction and Replication in Communication Research. Media and Communication.

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(2024). Between urgency and data quality: assessing the FAIRness of data in social science research on the COVID-19 pandemic. Research Ethics.

PDF Dataset

(2023). User-centric approaches for collecting Facebook data in the 'post-API age': experiences from two studies and recommendations for future research. Information, Communication & Society.

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(2023). A Re-evaluation of Online Pornography Use in Germany: A Combination of Web Tracking and Survey Data Analysis. Archives of Sexual Behavior.

PDF Dataset

(2023). Editorial: Data, archives, and tools: Introducing new publication formats on infrastructures and resources for communication and media research. Publizistik.

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(2023). The Role of Participants in Online Privacy Research: Ethical and Practical Consideration. The Routledge Handbook of Privacy and Social Media.

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(2023). Routines and the Predictability of Day-to-Day Web Use. Media Psychology.

Dataset

(2023). Privacy Is Dead, Long Live Privacy!: Two Diverging Perspectives on Current Issues Related to Privacy. Journal of Media Psychology.

Preprint

(2023). That bygone feeling: Controller ergonomics and nostalgia in video game play. Psychology of Popular Media.

Dataset

(2023). Using YouTube data for social science research. Research Handbook on Digital Sociology.

(2023). Sharing social media data: The role of past experiences, attitudes, norms, and perceived behavioral control. Frontiers in Big Data.

PDF Dataset

(2022). www - Die Funktionen des Internets für die Wissenschaft [www - The functions of the internet for science]. Doing Research - Wissenschaftspraktiken zwischen Positionierung und Suchanfragen.

(2022). Linking surveys and digital trace data: Insights from two studies on determinants of data sharing behaviour. Journal of the Royal Statistical Society: Series A (Statistics in Society).

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(2022). The role of the information environment during the first COVID-19 wave in Germany. Political Research Exchange.

PDF Dataset

(2022). Content Analysis in the Research Field of Video Games. Standardisierte Inhaltsanalyse in der Kommunikationswissenschaft – Standardized Content Analysis in Communication Research.

(2022). Gender, Gaming Motives, and Genre: Comparing Singaporean, German, and American Players. IEEE Transactions on Games.

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(2022). Post Post-Broadcast Democracy? News Exposure in the Age of Online Intermediaries. American Political Science Review.

PDF Dataset

(2022). The overstated generational gap in online news use? A consolidated infrastructural perspective. New Media & Society.

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(2021). Do News Actually 'Find Me'? Using Digital Behavioral Data to Study the News-Finds-Me Phenomenon. Social Media + Society.

PDF Dataset

(2021). From cognitive overload to digital detox: Psychological implications of telework during the COVID-19 pandemic. Computers in Human Behavior.

Dataset

(2021). The Effects of Different Feedback Types on Learning With Mobile Quiz Apps. Frontiers in Psychology.

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(2021). Informed consent for linking survey and social media data - Differences between platforms and data types. IASSIST Quarterly.

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(2021). An Agenda for Open Science in Communication. Journal of Communication.

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(2020). Empfehlungen zum Umgang mit Forschungsdaten in der Kommunikationswissenschaft [Guidelines for handling research data in communication science]. SCM Studies in Communication and Media.

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(2020). The practical and ethical challenges in acquiring and sharing digital trace data: negotiating public-private partnerships. New Media & Society.

(2020). Integrating Survey Data and Digital Trace Data: Key Issues in Developing an Emerging Field. Social Science Computer Review.

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(2020). New Formats, New Methods: Computational Approaches as a Way Forward for Media Entertainment Research. Media and Communication.

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(2020). How social network sites and other online intermediaries increase exposure to news. Proceedings of the National Academy of Sciences.

PDF Dataset

(2019). The Relationship Between Networking, LinkedIn Use, and Retrieving Informational Benefits. Cyberpsychology, Behavior, and Social Networking.

PDF Dataset

(2019). Why an Evolutionary Psychological Approach to Digital Games?. Evolutionary Psychology and Digital Games: Digital Hunter-Gatherers.

(2019). Serious Games in der Gesundheitskommunikation. Handbuch Gesundheitskommunikation: Kommunikationswissenschaftliche Perspektiven.

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(2019). Playing for the thrill and skill. Quiz games as means for mood and competence repair. Media Psychology.

(2019). Evolutionary Psychology and Digital Games: Digital Hunter-Gatherers.

(2018). You Learn What You Play. Evolutionary Psychology and Digital Games: Digital Hunter-Gatherers.

(2018). Video Games as Time Machines: Video Game Nostalgia and the Success of Retro Gaming. Media and Communication.

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(2018). Once upon a game: Exploring video game nostalgia and its impact on well-being. Psychology of Popular Media Culture.

(2018). Grenzen von "Serious Games for Health". Prävention und Gesundheitsförderung.

(2018). A practical guide for transparency in psychological science. Collabra: Psychology.

Preprint PDF

(2018). A Longitudinal Analysis of Gaming- and Non-Gaming-Related Friendships and Social Support among Social Online Game Players. Media Psychology.

Dataset

(2017). “Drive the lane; together, hard!”: An examination of the effects of supportive co-playing and task difficulty on prosocial behavior. Journal of Media Psychology.

Preprint Dataset

(2017). Women are from FarmVille, Men are from ViceCity: The cycle of exclusion and sexism in video game content and culture. New Perspectives on the Social Aspects of Digital Gaming. Multiplayer 2.

(2017). R (Software). The International Encyclopedia of Communication Research Methods.

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(2017). Non vitae, sed ludo discimus? Grenzen des Lernens mit Computerspielen. Spielend lernen! Computerspiele(n) in Schule und Unterricht.

(2017). Hate Speech in Online Games. Online Hate Speech. Perspektiven auf eine neue Form des Hasses.

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(2017). Frustration–Aggression Theory. The Wiley Handbook of Violence and Aggression.

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(2016). Wer spielt was auf welchem Gerät mit wem mit welchem Effekt? Videospiele aus Sicht der Kommunikationswissenschaft. Gesundheit spielend fördern. Potenziale und Herausforderungen von digitalen Spieleanwendungen für die Gesundheitsförderung und Prävention.

(2016). Validating the Digital Games Motivation Scale for Comparative Research Between Countries. Communication Research Reports.

(2016). Informational benefits from social media use for professional purposes: Results from a longitudinal study. Cyberpsychology: Journal of Psychosocial Research on Cyberspace.

PDF Dataset

(2016). Der Ernst des Spielens – Serious Games und (Digital) Game-Based Learning. Themenheft „Neue Medien als Arbeitsmethode in Jugendwerkstätten und Pro-Aktiv-Centren“ der Landesarbeitsgemeinschaft der Jugendsozialarbeit in Niedersachsen.

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(2016). Data Management in Psychological Science: Specification of the DFG Guidelines.

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(2015). Violent Video Games and Physical Aggression: Evidence for a Selection Effect Among Adolescents. Psychology of Popular Media Culture.

PDF Dataset

(2015). Sore Losers? A Reexamination of the Frustration–Aggression Hypothesis for Colocated Video Game Play. Psychology of Popular Media Culture.

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(2015). Sexist games = sexist gamers? A longitudinal study on the relationship between video game use and sexist attitudes. Cyberpsychology, Behavior, and Social Networking.

PDF Dataset

(2015). Comparing Apples and Oranges? Evidence for Pace of Action as a Confound in Research on Digital Games and Aggression. Psychology of Popular Media Culture.

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(2014). Tunnel Vision or Desensitization? The Effect of Interactivity and Frequency of Use on the Perception and Evaluation of Violence in Digital Games. Journal of Media Psychology: Theories, Methods, and Applications.

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(2014). Press CRTT to Measure Aggressive Behavior: The Unstandardized Use of the Competitive Reaction Time Task in Aggression Research. Psychological Assessment.

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(2014). More Than Stories With Buttons: Narrative, Mechanics, and Context as Determinants of Player Experience in Digital Games. Journal of Communication.

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(2014). Methodische Herausforderungen bei der Inhaltsanalyse von Computer- und Videospielen. Methoden und Forschungslogik der Kommunikationswissenschaft.

(2014). Lernwerkzeug, Suchtmittel oder doch nur ein Spiel? Über die Wirkung von Computer- und Videospielen auf ihre Nutzer/-innen. Was wird hier gespielt? Computerspiele in Familie 2020.

(2014). Know Thy Player: An Integrated Model of Player Experience for Digital Games Research. Handbook of Digital Games.

(2014). Gewalt erzeugt Mediengewalt - oder umgekehrt? Über den Zusammenhang von Aggression und der Nutzung digitaler Spiele. In-Mind: The Inquisitive Mind.

(2013). Public Awareness und Lernnutzen durch Anno 2070 & Co. Von den Wirkungen digitaler Spiele auf das Umweltbewusstsein. Umweltbildung. Basis für ökologisch-ökonomische Zukunftssicherung. Beiträge der Akademie für Natur- und Umweltschutz Baden-Württemberg.

(2013). Isolated violence, isolated players, isolated aggression. The social realism of experimental research on digital games and aggression. Multiplayer. The social aspects of digital gaming.

(2013). Digitale Spiele: Stabile Nutzung in einem dynamischen Markt. Media Perspektiven.

PDF Dataset

(2012). Digital war: An empirical analysis of narrative elements in military first-person shooters. Journal of Gaming & Virtual Worlds.

(2012). Broccoli-coated chocolate? The educational potential of entertainment games. Gamebased Learning.

(2012). 11.000 Freunde müsst ihr sein. Gesellschaftsspiel Fußball.

(2011). Exploring (digital) space - Der Einsatz von Unterhaltungsspielen in der Schule am Beispiel von Moonbase Alpha im Physikunterricht. Spielen und Erleben mit digitalen Medien. Pädagogische Konzepte und praktische Anleitungen.

(2010). Why so serious? On the relation of serious games and learning. Journal for Computer Game Culture.

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(2010). Spielen und Leben in virtuellen Welten. Forschungsergebnisse zur Nutzung von Online-Games. Computerspiele: Medien und mehr.

(2010). Measuring Playability. Entwicklung eines Instruments zur Evaluation von Computerspielen. Game//Play//Society. Contributions to contemporary Computer Game Studies.

(2009). Mittendrin statt nur dabei. Die Interaktivität des Dispositivs Computerspiel und ihre Auswirkungen auf die Spieler. Gefangen im Flow? Ästhetik und dispositive Strukturen von Computerspielen.

(2009). Making the implicit explicit. Embedded measurement in serious games. Serious Games: Mechanisms and Effects. Routledge.

(2008). The game of mind-reading: Online-poker as a research tool. International Journal of Psychology.