© CC0 Public Domain

Beispiele aktueller Publikationen

Nachfolgend finden Sie einige Beispiele aktueller wissenschaftlicher Aufsätze und Vorträge, die im Zusammenhang mit der Forschung im Virtual Reality and Game Lab stehen.

  • Aktuelle Publikationen

    • Reer, F., Janzik, R., Wehden, L.-O., & Quandt, T. (2021, in press): Entertainment Theories and Media Addiction. In Vorderer, P. & Klimmt, C. (Hrsg.): The Oxford Handbook of Entertainment Theory (S. 799-818). Oxford: Oxford University Press.
    • Wehden, L.-O., Reer, F., Janzik, R., & Quandt, T. (2021). The slippery path to total presence: How omnidirectional VR treadmills influence the gaming experience, Media and Communication, 9(1), 5-16. https://doi.org/10.17645/mac.v9i1.3170
    • Marston, H. R., [...], Reer, F., Quandt, T., [...], & Rohner, R. (2020). COVID-19: Technology, Social Connections, Loneliness, & Leisure Activities: An International Study Protocol. Frontiers in Sociology, 5, 89. https://doi.org/10.3389/fsoc.2020.574811
    • 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. https://doi.org/10.1007/978-3-658-28175-5_4
    • Kowert, R. & Quandt, T. (2020). Revisiting old debates. In Kowert, R., Quandt, T. (Hrsg.), The video game debate 2: Revisiting the physical, social and psychological effects of video games (1. Aufl., S. 1-6). New York: Routledge. https://doi.org/10.4324/9780429351815
    • Kowert, R. & Quandt, T. (Hrsg.) (2020). The video game debate 2: Revisiting the physical, social, and psychological effects of video games, 1. Aufl. New York: Routledge. https://doi.org/10.4324/9780429351815
    • Reer, F., Festl, R., & Quandt, T. (2020). Investigating problematic social media and game use in a nationally representative sample of adolescents and younger adults. Behaviour & Information Technology, 39. https://doi.org/10.1080/0144929X.2020.1724333
    • 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. https://doi.org/10.1386/jgvw_00014_1
    • 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, 100353. https://doi.org/10.1016/j.entcom.2020.100353
    • 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). https://doi.org/10.1080/0144929X.2020.1724333
    • Reer, F. & Quandt, T. (2020): Digital games and well-being: An overview. In Kowert, R. (Hrsg.): Video games and well-being: Press start (S. 1-21). Cham: Palgrave Pivot. https://doi.org/10.1007/978-3-030-32770-5_1
    • 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. http://dx.doi.org/10.17645/mac.v8i3.3128
    • 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. https://doi.org/10.1556/2006.2020.00013
    • Colder Carras, M, Kowert, R, & Quandt, T. (2019). Psychosocial effects of gaming. In Attrill-Smith, A., Fullwood, C., Keep, M., Kuss, & D. J. (Hrsg.), The Oxford handbook of cyberpsychology (S. 557-587). Oxford: Oxford University Press. https://doi.org/10.1093/oxfordhb/9780198812746.013.30
    • 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.
    • 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. https://doi.org/10.1016/j.entcom.2018.10.002
    • Tang, W. Y., Reer, F., & Quandt, T. (2019). 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). https://doi.org/10.1002/ab.21873
    • van Rooij, A., [...], Quandt T., [...], Przybylski, A. K. (2018). A weak scientific basis for gaming disorder: Let us err on the side of caution. Journal of Behavioral Addictions, 7. https://doi.org/10.1556/2006.7.2018.19
    • Domahidi, E., Breuer, J., Kowert, R., Festl, R., & Quandt, T. (2017). A longitudinal analysis of gaming- and non-gaming-related friendships and social support among social online game players. Media Psychology, 20(1), 1-20. https://doi.org/10.1080/15213269.2016.1257393
    • Kowert, R. & Quandt, T. (Hrsg.) (2017). New perspectives on the social aspects of digital gaming. Multiplayer 2, New York, London: Routledge. https://doi.org/10.4324/9781315629308
    • Quandt, T. & Festl, R. (2017). Online-Games. In Wirtz, M. A. (Hrsg.), Dorsch - Lexikon der Psychologie, 18. Aufl., Bern: Hogrefe.
    • Quandt, T. & Kowert, R. (2017). Multiplayer and beyond: Witnessing the evolution of gaming. In Kowert, R., Quandt, T. (Hrsg.), New perspectives on the social aspects of digital gaming. Multiplayer 2 (S. 1-8). New York, London: Routledge. https://doi.org/10.4324/9781315629308
    • Kowert, R., Breuer, J., & Quandt, T. (2017). Women are from FarmVille, men are from Vice City: The cycle of exclusion and sexism in video game content and culture. In Kowert, R., Quandt, T. (Hrsg.), New perspectives on the social aspects of digital gaming. Multiplayer 2 (S. 136-150). New York, London: Routledge. https://doi.org/10.4324/9781315629308

  • Aktuelle Vorträge

    • Janzik, R., Schatto-Eckrodt, T., Reer, F., Boberg, S., & Quandt, T. (2021): Analyzing the gaming disorder debate on Twitter: A computational approach. ECREA’s 8th European Communication Conference, Braga, Portugal, 06.09.2021.
    • 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 des Corona-Virus).
    • 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 des Corona-Virus).
    • 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 des Corona-Virus).
    • Reer, F., & Quandt, T. (2019): Virtual Reality Gaming: Are We Entering a New Era of Interactive Entertainment and Digital Games Research? Panel auf dem ECREA Digital Games Research Section Symposium, Rotterdam, Niederlande, 07.11.2019.
    • Janzik, R. (2019): The role of vividness and interactivity for virtual reality technology acceptance: A laboratory experiment. ECREA Digital Games Research Section Symposium, Rotterdam, Niederlande, 07.11.2019.
    • Janzik, R. (2019): Developing a scale to measure virtual reality technology acceptance. ECREA Digital Games Research Section Symposium, Rotterdam, Niederlande, 07.11.2019.
    • 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. ECREA Digital Games Research Section Symposium, Rotterdam, Niederlande, 07.11.2019.
    • 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. ECREA Digital Games Research Section Symposium, Rotterdam, Niederlande, 07.11.2019.
    • Janzik, R. (2019): Acceptance of and trust in virtual reality: An empirical investigation of antecedents and outcomes of accepting virtual reality technology. PhD Workshop der Jahrestagung der DGPs-Fachgruppe Medienpsychologie, Chemnitz, 04.09.2019.
    • Quandt, T. (2019). Are video games addictive? Theoretical considerations and empirical findings. Invited lecture at the Michigan State University, East Lansing, April 2019.
    • Quandt, T. (2019). Are video games addictive? Theoretical considerations and empirical findings. Invited lecture at the IT University, Copenhagen, März 2019.
    • 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.
    • 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.
    • 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.
    • Maubach, K., (…), Reer, F., & Quandt, T. (2018, November). Effects of objectifying video games in Virtual Reality: How does playing with a sexualized avatar in a VR setting affect women's self-objectification and body esteem? Presentation at the ECC / ECREA 2018 Conference “Centres and peripheries: Communication, research, translation”, Lugano.
    • Tang, W. Y, Reer, F., Kieslich, K., Quandt, T., Liebold, B. Pietschmann, D., Tauchmann, N., & Ohler, P. (2018, November). Trigger-happy on the holodeck: Do embodies acts of violence increase aggression? Presentation at the ECC / ECREA 2018 Conference “Centres and peripheries: Communication, research, translation”, Lugano.
    • Williams, P., (…), Reer, F., & Quandt, T. (2018, November). Learning in Virtual Reality: Testing the effectiveness of a VR game. Presentation at the ECC / ECREA 2018 Conference “Centres and peripheries: Communication, research, translation”, Lugano.
    • Wilhelm, R., (…), Reer, F., & Quandt, T. (2018, November). Shaping attitudes towards sexual harassment: Testing the influences of highly immersive technology and perpetrator framing. Presentation at the ECC / ECREA 2018 Conference “Centres and peripheries: Communication, research, translation”, Lugano.
    • Liebold, B., Pietschmann, D., Tauchmann, N., Ohler, P., Reer, D., Kieslich, K., Tang, W. Y., & Quandt, T. (2018, September). Gewalt in Virtual Reality: Der Einfluss verkörperter virtueller Gewaltakte auf Aggression. Präsentation auf dem 51. Kongress der Deutschen Gesellschaft für Psychologie (DGPs), Frankfurt.