关注
Tim Wulf
Tim Wulf
在 ifkw.lmu.de 的电子邮件经过验证
标题
引用次数
引用次数
年份
Watching Players: An Exploration of Media Enjoyment on Twitch
T Wulf, FM Schneider, S Beckert
Games and culture 15 (3), 328-346, 2020
2082020
The winner takes it all: The effect of in-game success and need satisfaction on mood repair and enjoyment
D Rieger, T Wulf, J Kneer, L Frischlich, G Bente
Computers in Human Behavior 39, 281-286, 2014
1212014
From cognitive overload to digital detox: Psychological implications of telework during the COVID-19 pandemic
JB Schmitt, J Breuer, T Wulf
Computers in Human Behavior 124, 106899, 2021
1022021
Eating ghosts: The underlying mechanisms of mood repair via interactive and noninteractive media.
D Rieger, L Frischlich, T Wulf, G Bente, J Kneer
Psychology of Popular Media Culture 4 (2), 138, 2015
812015
Exploring viewers' experiences of parasocial interactions with videogame streamers on twitch
T Wulf, FM Schneider, J Queck
Cyberpsychology, Behavior, and Social Networking 24 (10), 648-653, 2021
552021
Once upon a game: Exploring video game nostalgia and its impact on well-being.
T Wulf, ND Bowman, JA Velez, J Breuer
Psychology of Popular Media 9 (1), 83, 2020
532020
A matter of font type: The effect of serifs on the evaluation of scientific abstracts
K Kaspar, T Wehlitz, S von Knobelsdorff, T Wulf, MAO von Saldern
International Journal of Psychology 50 (5), 372-378, 2015
512015
Blissed by the past: Theorizing media-induced nostalgia as an audience response factor for entertainment and well-being
T Wulf, D Rieger, JB Schmitt
Poetics 69, 70-80, 2018
482018
Video games as time machines: Video game nostalgia and the success of retro gaming
T Wulf, ND Bowman, D Rieger, JA Velez, J Breuer
Media and Communication, 60-68, 2018
452018
Escaping the pandemic present: The relationship between nostalgic media use, escapism, and well-being during the COVID-19 pandemic.
T Wulf, JS Breuer, JB Schmitt
Psychology of Popular Media 11 (3), 258, 2022
402022
The dark side of inspirational pasts: An investigation of nostalgia in right-wing populist communication
M Menke, T Wulf
Media and Communication 9 (2), 237-249, 2021
392021
The impact of moral expectancy violations on audiences’ parasocial relationships with movie heroes and villains
JA Bonus, NL Matthews, T Wulf
Communication Research 48 (4), 550-572, 2021
382021
Being a kid again: Playing Pokémon Go contributes to wellbeing through nostalgia
T Wulf, M Baldwin
SCM Studies in Communication and Media 9 (2), 241-263, 2020
302020
The inspired time traveler: Examining the implications of nostalgic entertainment experiences for two-factor models of entertainment
T Wulf, JA Bonus, D Rieger
Media Psychology 22 (5), 795-817, 2019
262019
Finding gold at the end of the rainbowflag? Claim vagueness and presence of emotional imagery as factors to perceive rainbowwashing
T Wulf, B Naderer, Z Olbermann, J Hohner
International Journal of Advertising 41 (8), 1433-1453, 2022
222022
Harder, better, faster, stronger? The relationship between cognitive task demands in video games and recovery experiences
T Wulf, D Rieger, AS Kümpel, L Reinecke
Media and Communication, 166-175, 2019
202019
Wallowing in media past: Media-induced nostalgia’s connection to parasocial relationships
T Wulf, D Rieger
Communication Research Reports 35 (2), 178-182, 2018
182018
Drive the lane; together, hard!
J Breuer, J Velez, N Bowman, T Wulf, G Bente
Journal of Media Psychology, 2017
182017
Once upon a game: Exploring video game nostalgia and its impact on well-being. Psychology of Popular Media, 9 (1), 83–95
T Wulf, ND Bowman, JA Velez, J Breuer
132020
Running head: Video game nostalgia and retro gaming
T Wulf, ND Bowman, D Rieger, JA Velez, J Breuer
Media and Communication 6 (2), 60-68, 2018
132018
系统目前无法执行此操作,请稍后再试。
文章 1–20