© Susanne Lüdeling

Dr. Felix Reer

Postdoctoral researcher

Department of Communication

Room: E 217
Bispinghof 9-14
D-48143 Münster

Phone: +49 251 83-24869

Consultation hours

by individual arrangement via mail

  • Short CV

    After receiving a degree in media studies (majoring in media psychology) at the University of Cologne, Felix Reer worked as a research associate at the University of Tübingen. He received his PhD in psychology from the University of Duisburg-Essen conducting empirical studies on social and psychological effects of playing online games. Felix Reer joined the team of Prof. Dr. Thorsten Quandt at the Department of Communication (IfK) in 2016 and is currently working as a postdoctoral researcher in a research project on Internet usage and mental health (funded by the Daimler and Benz Foundation).

  • Research interests

    • Digial Media and online Communication
    • Social Media, Games and Virtual Reality (VR)
    • Media Usage
    • Media Psychology
  • Research projects

  •  Recent publications

      • Reer, F., & Quandt, T. (2021, im Erscheinen): Games Addiction: A Comprehensive Overview. In: J. Nussbaum (Hrsg.): Oxford Research Encyclopedia of Communication. New York and Oxford: Oxford University Press. 
      • Wintterlin, F., Frischlich, L., Boberg, S., Schatto-Eckrodt, T., Reer, F., & Quandt, T. (2021): Corrective Actions in the Information Disorder. The Role of Presumed Media Influence and Hostile Media Perceptions for the Countering of Distorted User-Generated Content. Political Communication (online first). 
      • Reer, F., Janzik, R., Wehden, L.-O., & Quandt, T. (2021): Entertainment Theories and Media Addiction. In: P. Vorderer & C. Klimmt (Hrsg.): The Oxford Handbook of Entertainment Theory (S. 799-818). Oxford: Oxford University Press. 
      • Wehden, L.-O., Reer, F., Janzik, R., Tang, W. Y., & Quandt, T. (2021): The Slippery Path to Total Presence: How Omnidirectional Virtual Reality Treadmills Influence the Gaming Experience. Media and Communication, 9(1), 5-16. 
      • Siitonen, M., De la Hera, T., & Reer, F. (2021): Looking Ahead in Games Research: Entry Points into a Pragmatic Field of Inquiry. Media and Communication, 9 (1), 1-4.
      • Marston, H. R., Ivan, L., Fernández-Ardèvol, M., …Reer, F., ... & Rohner, R. (2020): COVID-19: Technology, Social Connections, Loneliness, & Leisure Activities: An International Study Protocol. Frontiers in Sociology, 5, article 574811. 
      • Janzik, R., Wehden, L.-O., Reer, F., & Quandt, T. (2020): Gaming Addiction – Underdefined, Overestimated? In: Groen, M., Kiel, N., Tillmann, A., Weßel, A. (Hrsg.): Games and Ethics – Theoretical and Empirical Approaches to Ethical Questions in Digital Game Cultures (S. 47-59). Wiesbaden: Springer VS.
      • Reer, F. & Krämer, N. C. (2020): Investigating Psychological Causes and Consequences of Playing in Online Gaming Communities: The Roles of Offline and Clan-based Need Satisfaction. Journal of Gaming and Virtual Worlds, 12(2), 201-212. 
      • Schatto-Eckrodt, T., Janzik, R., Reer, F., Boberg, S., & Quandt, T.  (2020): A Computational Approach to Analyzing the Twitter Debate on Gaming Disorder. Media and Communication, 8(3), 205-218. 
      • Tang, W. Y., Reer, F., & Quandt, T. (2020): The Interplay of Gaming Disorder, Gaming Motivations, and the Dark Triad. Journal of Behavioral Addictions, 9(2), 491-496. 
      • Reer, F., Festl, R., & Quandt, T. (2020): Investigating Problematic Social Media and Game Use in a Nationally Representative Sample of Adolescents and Younger Adults. Behavior & Information Technology (online first). 
      • Reer, F. & Krämer, N. C. (2020): A Self-Determination Theory-Based Laboratory Experiment on Social Aspects of Playing Multiplayer First-Person Shooter Games. Entertainment Computing, 34, article 100353. 
      • Reer, F. & Quandt, T. (2020): Digital Games and Well-Being: An Overview. In: R. Kowert (Hrsg.): Video Games and Well-Being: Press Start (S. 1-21). Cham: Palgrave Pivot.
      • Tang, W. Y., Reer, F., & Quandt, T. (2020): Investigating Sexual Harassment in Online Video Games: How Personality and Context Factors are related to Toxic Sexual Behaviors against Fellow Players. Aggressive Behavior, 46(1), 127-135. 
      • Festl, R., Reer, F., & Quandt, T. (2019): Online Sexual Engagement and Psychosocial Well-Being: The Mediating Role of Sexual Victimization Experiences. Computers in Human Behavior, 89, 102-110. 
      • Reer, F. & Krämer, N. C. (2019): Are Online Role-Playing Games More Social than Multiplayer First-Person Shooters? Investigating How Online Gamers’ Motivations and Playing Habits are related to Social Capital Acquisition and Social Support. Entertainment Computing, 29, 1-9. 
      • Reer, F., Tang, W. Y., & Quandt, T. (2019): Psychosocial Well-Being and Social Media Engagement: The Mediating Roles of Social Comparison Orientation and Fear of Missing Out. New Media & Society, 21(7), 1486 –1505. 
      • Quandt, T., & Reer, F. (2019):  Das Spiel mit der Sucht. Zum wissenschaftlichen und gesellschaftlichen Umgang mit exzessivem Videospielen. Spektrum der Wissenschaft: Gehirn und Geist (1/19), 13-15.
  • Recent conference contributions

    • Wintterlin, F., Schatto-Eckrodt, T., Frischlich, L., Boberg, S., Reer, F., & Quandt, T. (2021, angenommen): Why Do People Spread Distorted Information Online? An Examination of Predictors based on the Theory of Collective Action. Jahrestagung der International Communication Association (ICA) 2021, Denver, USA (durchgeführt als Online-Konferenz wegen der Corona-Pandemie).
    • Reer, F., Wintterlin, F., & Quandt, T. (2021, angenommen): Addicted to Digital Games? A Representative Survey Study on the Societal Perception of Gaming Disorder. Jahrestagung der International Communication Association (ICA) 2021, Denver, USA (durchgeführt als Online-Konferenz wegen der Corona-Pandemie).
    • Reer, F., Festl, R., & Quandt, T. (2021, angenommen): A Longitudinal Study on Smartphone Use Disorder and Psychosocial Well-Being. Jahrestagung der International Communication Association (ICA) 2021, Denver, USA (durchgeführt als Online-Konferenz wegen der Corona-Pandemie).
    • Janzik, R., Reer, F., Festl, R., & Quandt, T. (2021, angenommen): Cyberbullying Victimization and Mental Health: A Representative Cross-Sectional Study of German Internet Users. Jahrestagung der International Communication Association (ICA) 2021, Denver, USA (durchgeführt als Online-Konferenz wegen der Corona-Pandemie).
    • Janzik, R., Schatto-Eckrodt, T., Reer, F., Boberg, S., & Quand, T. (2021, angenommen): Analyzing the Gaming Disorder Debate on Twitter: A Computational Approach. European Communication Conference, European Communication Research and Education Association (ECREA), Braga, Portugal (durchgeführt als Online-Konferenz wegen der Corona-Pandemie).
    • Klapproth, J. J., Bergmann, C., Drerup, F., Meinshausen, F. S., Schwarz, A., Reer, F., & Quand, T. (2021, angenommen): VR as an ‘Empathy Machine’ for Immersive Journalism? An Experimental Study on the Impact of Narrative Perspective and Presentation Form in a 360° Holocaust Video. European Communication Conference, European Communication Research and Education Association (ECREA), Braga, Portugal (durchgeführt als Online-Konferenz wegen der Corona-Pandemie).
    • Bradt, P., Brassler, T. M., Malinka, M., Meiborg, J., Pham, D. A., Reer, F., & Quand, T. (2021, angenommen): Virtually Slaughtered: Effects of a VR Pig Simulator Game on Environmental Attitudes Regarding Meat Consumption and Industrial Livestock Farming. European Communication Conference, European Communication Research and Education Association (ECREA), Braga, Portugal (durchgeführt als Online-Konferenz wegen der Corona-Pandemie).
    • Reer, F., Wehden, L.-O., Janzik, R., Tang, W. Y., & Quandt, T. (2020): Virtual Reality Technology and Game Enjoyment. A Self-Determination Theory Perspective. Jahrestagung der International Communication Association (ICA) 2020, Gold Coast, Australien (durchgeführt als Online-Konferenz wegen der Corona-Pandemie).
    • Reer, F., Tang, W. Y., & Quandt, T. (2020): Dark Personality Traits and Social Media Disorder: The Mediating Role of Social Media Use Motives. Jahrestagung der International Communication Association (ICA) 2020, Gold Coast, Australien (durchgeführt als Online-Konferenz wegen der Corona-Pandemie).
    • Reer, F., Tang, W. Y., & Quandt, T. (2020): How Gamer Identity and Sense of Community Online are related to Psychosocial Well-Being and Gaming Disorder Scores. Jahrestagung der International Communication Association (ICA) 2020, Gold Coast, Australien (durchgeführt als Online-Konferenz wegen der Corona-Pandemie).
    • Wehden, L.-O., Reer, F., Janzik, R., & Quandt, T. (2020): Addicted to Cybersex? A Representative Study on the Disordered Use of Sexual Online Content. Jahrestagung der International Communication Association (ICA) 2020, Gold Coast, Australien (durchgeführt als Online-Konferenz wegen der Corona-Pandemie).
    • Janzik, R., Wehden, L.-O., Reer, F., Tang, W. Y., & Quandt, T. (2020): To Give or Not to Give: Examining the Prosocial Effect of a 360º Video Documentary on the Refugee Crisis. Jahrestagung der International Communication Association (ICA) 2020, Gold Coast, Australien (durchgeführt als Online-Konferenz wegen der Corona-Pandemie).
    • Festl, R., Reer, F., & Quandt, T. (2020): A Cross-Lagged Panel Study on Online Sexual Victimization and Psychosocial Well-Being. Jahrestagung der International Communication Association (ICA) 2020, Gold Coast, Australien (durchgeführt als Online-Konferenz wegen der Corona-Pandemie).
    • Wehden, L.-O., Reer, F., Janzik, R., & Quandt, T. (2020): Sex im Netz: Eine repräsentative Befragungsstudie zu Prävalenz und Korrelaten der suchtartigen Nutzung sexueller Internetinhalte. Jahrestagung der Deutschen Gesellschaft für Publizistik und Kommunikationswissenschaft (DGPuK), München, Deutschland.
    • Reer, F., & Quandt, T. (2019): Virtual Reality Gaming: Are We Entering a New Era of Interactive Entertainment and Digital Games Research? Panel auf dem Digital Games Research Section Symposium 2019, European Communication Research and Education Association (ECREA), Rotterdam, Niederlande.
    • Reer, F., Kieslich, K., Tang, W. Y., Frischlich, L., & Quandt, T. (2019): My Happy Virtual Me? The Influence of Interactivity and Virtual Reality Technology on Mood Repair. Digital Games Research Section Symposium 2019, European Communication Research and Education Association (ECREA), Rotterdam, Niederlande.
    • Reer, F., Wehden, L. O., Tang, W. Y., Janzik, R., & Quandt, T. (2019): The Slippery Path to Total Presence: How Using an Omnidirectional Virtual Reality Treadmill Influences the Gaming Experience. Digital Games Research Section Symposium 2019, European Communication Research and Education Association (ECREA), Rotterdam, Niederlande.
    • Temmann, L. J., Engmann, M., Maubach, K., Reer, F., & Quandt, T. (2019): Strong and Powerful or Sexy and Skinny? Effects of Objectifying Video Game Avatars in Virtual Reality. Tagung der Fachgruppe Medienpsychologie, Deutsche Gesellschaft für Psychologie (DGPs), Chemnitz, Deutschland.
    • Reer, F., Kieslich, K., Tang, W. Y., Frischlich, L., & Quandt, T. (2019): Using a Virtual Reality Game for Mood Repair: A Laboratory Experiment. Tagung der Fachgruppe Medienpsychologie, Deutsche Gesellschaft für Psychologie (DGPs), Chemnitz, Deutschland.
    • Reer, F., Festl, R., & Quandt, T. (2019): Computerspielsucht kommt selten allein. Eine repräsentative Befragungsstudie zur problematischen Nutzung von digitalen Spielen und Social-Media-Diensten. Jahrestagung der Deutschen Gesellschaft für Publizistik und Kommunikationswissenschaft (DGPuK), Münster, Deutschland.
    • Reer, F., Wehden, L.-O., Janzik, R., & Quandt, T. (2019): Süchtig nach dem Smartphone? Eine Repräsentativbefragung zu Verbreitung und Korrelaten problematischer Smartphone-Nutzung in Deutschland. Tagung der Fachgruppe Rezeptions- und Wirkungsforschung, Deutsche Gesellschaft für Publizistik und Kommunikationswissenschaft (DGPuK), Mainz, Deutschland.
    • Reer, F., Wehden, L.-O., & Janzik, R. (2019): A Representative Study on Prevalence Rates and Correlates of Problematic Smartphone Use in Germany. Jahrestagung der International Communication Association (ICA) 2019, Washington, D.C., USA.
    • Tang, W. Y. & Reer, F. (2019): The Dark Triad and Video Games Addiction: The Mediating Role of Video Game Motivations. Jahrestagung der International Communication Association (ICA) 2019, Washington, D.C., USA.
    • Reer, F., Festl, R., & Quandt, T. (2019):  Investigating Problematic Social Media and Game Use in a Nationally Representative German Sample. Jahrestagung der International Communication Association (ICA) 2019, Washington, D.C., USA.
    • Wintterlin, F, Frischlich, L, Boberg, S, Schatto-Eckrodt, T, Reer, F, & Quandt, T (2019): Corrective Actions in the Information Disorder. Presumed Influence and the Countering of Distorted Information. Jahrestagung der International Communication Association (ICA) 2019, Washington, D.C., USA.

  • Other scientific activities

    • Member of the International Communication Association (ICA). Divisions: Communication and Technology; Game Studies
    • Member of the European Communication Research and Education Association (ECREA). Sections: Audience and Reception Studies; Digital Games Research
    • Member of the German Communication Association (DGPuK). Divisions: Digital Communication (Digitale Kommunikation), Media Reception and Effects Resarch (Rezeptions- und Wirkungsforschung).
    • Member of the DGPuK young scholars network on media reception and effects research (Nachwuchsgruppe Rezeptions- und Wirkungsforschung)
    • Reviewer for national and international scientific associations; i.e. the Game Studies Division of the ICA, or the Media Psychology Section of the German Psychological Society (Fachgruppe Medienpsychologie der Deutschen Gesellschaft für Psychologie).