Watching Players: An Exploration of Media Enjoyment on Twitch T Wulf, FM Schneider, S Beckert Games and culture 15 (3), 328-346, 2020 | 220 | 2020 |
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 | 126 | 2014 |
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 | 118 | 2021 |
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 | 83 | 2015 |
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 | 63 | 2021 |
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 | 57 | 2020 |
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 | 52 | 2015 |
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 | 49 | 2018 |
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 | 48 | 2018 |
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 | 43 | 2021 |
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 | 42 | 2022 |
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 | 41 | 2021 |
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 | 32 | 2020 |
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 | 27 | 2019 |
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 | 25 | 2022 |
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 7 (4), 166-175, 2019 | 20 | 2019 |
Wallowing in media past: Media-induced nostalgia’s connection to parasocial relationships T Wulf, D Rieger Communication Research Reports 35 (2), 178-182, 2018 | 19 | 2018 |
Drive the lane; together, hard! J Breuer, J Velez, N Bowman, T Wulf, G Bente Journal of Media Psychology, 2017 | 19 | 2017 |
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 | 16 | 2018 |
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 | 15 | 2020 |