Tim Wulf
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View article: Editorial: The Russian invasion of Ukraine in modern information environments: content, consumers, and consequences of digital conflict communication
Editorial: The Russian invasion of Ukraine in modern information environments: content, consumers, and consequences of digital conflict communication Open
EDITORIAL article Front. Polit. Sci., 08 June 2023Sec. Politics of Technology Volume 5 - 2023 | https://doi.org/10.3389/fpos.2023.1227005
View article: Content Analysis in the Research Field of Video Games
Content Analysis in the Research Field of Video Games Open
This chapter provides an overview of content-analytical research on video games. We introduce existing and emerging constructs commonly studied in content analyses of video games (e.g., violence, sexism), review methodological challenges, …
View article: Same Gaming: An Exploration of Relationships Between Gender Traits, Sexual Orientation, Motivations, and Enjoyment of Playing Video Games
Same Gaming: An Exploration of Relationships Between Gender Traits, Sexual Orientation, Motivations, and Enjoyment of Playing Video Games Open
Introduction Existing research has focused on sex and gender to explain video games playing motivations and enjoyment. This study investigated gender traits and sexual orientation to further explain why people play games and what leads to …
View article: Selling stories of social justice. How consumers react to and learn from social ads
Selling stories of social justice. How consumers react to and learn from social ads Open
Advertising strategies are constantly changing and today, companies often take a position regarding current social topics in their advertis-ing messages. With two experimental studies using actual ads, we explore how people react to and le…
View article: The Dark Side of Inspirational Pasts: An Investigation of Nostalgia in Right-Wing Populist Communication
The Dark Side of Inspirational Pasts: An Investigation of Nostalgia in Right-Wing Populist Communication Open
In recent years, research found that populism employed a new strategy by using nostalgia, a sentimental longing for the past, as a communication tool to persuade citizens to support their political agendas. In populist campaigns, nostalgia…
View article: Video game genre ((Online)Games)
Video game genre ((Online)Games) Open
The variable 'genre' aims to identify and compare different types of games, mainly in terms of gameplay differences (i.e., rules and players’ possibilities to interact with a game). Genre is usually coded by using external video game datab…
View article: Violent acts ((Online)Games)
Violent acts ((Online)Games) Open
The depiction of violence is the focus of many content analyses of video games. Typically, the occurrence and nature of acts of violence or aggression are coded to quantify the amount of violent content in a particular game.
Field of ap…
View article: Sexualization ((Online)Games)
Sexualization ((Online)Games) Open
This variable aims at identifying how bodies and movements of (mostly female) characters are portrayed in video games. This is often done by coding specific bodily attributes of characters or to what degree certain body parts are covered o…
View article: Exploring viewers' experiences of parasocial interaction with videogame streamers on Twitch
Exploring viewers' experiences of parasocial interaction with videogame streamers on Twitch Open
Research on parasocial interaction (PSI) has a long tradition in non-interactive environments such as watching TV or listening to radio speakers. In the last years, researchers have started to apply PSI on videogame streaming environments,…
View article: Two sides of the same coin? The persuasiveness of one-sided vs. two-sided narratives in the context of radicalization prevention
Two sides of the same coin? The persuasiveness of one-sided vs. two-sided narratives in the context of radicalization prevention Open
Societal organizations aim at challenging online extremist messages by counterposing with different narratives such as alternative narratives (one-sided narrative) and counter-narratives (two-sided narratives). The current study examined w…
View article: The Cost of Clairvoyance
The Cost of Clairvoyance Open
Three weeks before the release of Star Wars VIII: The Last Jedi, participants viewed a trailer for the movie and predicted how happy and nostalgic it would make them feel. Three weeks after release, they indicated whether they saw the movi…
View article: New Formats, New Methods: Computational Approaches as a Way Forward for Media Entertainment Research
New Formats, New Methods: Computational Approaches as a Way Forward for Media Entertainment Research Open
The rise of new technologies and platforms, such as mobile devices and streaming services, has substantially changed the media entertainment landscape and continues to do so. Since its subject of study is changing constantly and rapidly, r…
View article: Being a kid again: Playing Pokémon Go contributes to wellbeing through nostalgia
Being a kid again: Playing Pokémon Go contributes to wellbeing through nostalgia Open
This research investigates the augmented-reality smartphone game Pokémon Go and proposes that nostalgia is one particular reason for the game’s popularity and success. We propose that nostalgia acts as both a precursor to individuals’ desi…
View article: Harder, Better, Faster, Stronger? The Relationship between Cognitive Task Demands in Video Games and Recovery Experiences
Harder, Better, Faster, Stronger? The Relationship between Cognitive Task Demands in Video Games and Recovery Experiences Open
Research has repeatedly demonstrated that the use of interactive media is associated with recovery experiences, suggesting that engaging with media can help people to alleviate stress and restore mental and physical resources. Video games,…
View article: Being a kid again: Playing Pokémon Go contributes to well-being through nostalgia
Being a kid again: Playing Pokémon Go contributes to well-being through nostalgia Open
This research investigates the augmented-reality smartphone game Pokémon Go and proposes that nostalgia is one particular reason for the game’s popularity and success. We propose that nostalgia acts as both a precursor to individuals’ desi…
View article: That bygone feeling: Controller ergonomics and nostalgia in video game play
That bygone feeling: Controller ergonomics and nostalgia in video game play Open
Project documents for our research on the influence of video game controllers on video gamers' feelings of personal and historical nostalgia. Core data collection was performed in late Fall 2019 and early Spring 2020. This project was part…
View article: Watching Players: An Exploration of Media Enjoyment on <i>Twitch</i>
Watching Players: An Exploration of Media Enjoyment on <i>Twitch</i> Open
Video game streaming platforms have reached high popularity within the last years. As one of these popular platforms, Twitch provides users with the opportunity to participate in several gaming situations: They can simultaneously watch in-…
View article: Running Head: Video Game Nostalgia and Retro Gaming
Running Head: Video Game Nostalgia and Retro Gaming Open
This article conceptually integrates research on the experience of nostalgia—defined as a predominantly positive, social, and past-oriented emotion—into the fold of video game research. We emphasize the role of nostalgia as an explanation …
View article: “Drive the lane; together, hard!”: An examination of the effects of supportive co-playing and task difficulty on prosocial behavior
“Drive the lane; together, hard!”: An examination of the effects of supportive co-playing and task difficulty on prosocial behavior Open
As an entertainment technology, video games are a popular social activity that can allow for multiple players to cooperatively engage on-screen challenges. Emerging research has found that when people play together, the resulting teamwork …
View article: An examination of the effects of supportive co-playing, and task difficulty on prosocial behavior
An examination of the effects of supportive co-playing, and task difficulty on prosocial behavior Open
Data, materials, analysis files, and preregistration document for the manuscript “An explanation of the effects of supportive co-playing and task difficulty on prosocial behavior."