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Tim Wulf
Tim Wulf
Bestätigte E-Mail-Adresse bei ifkw.lmu.de
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Zitiert von
Zitiert von
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Watching Players: An Exploration of Media Enjoyment on Twitch
T Wulf, FM Schneider, S Beckert
Games and culture 15 (3), 328-346, 2020
1962020
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
1162014
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
932021
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
522021
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
502020
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
502015
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
462018
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
442018
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 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
362021
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
352021
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
292020
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
252019
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
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
192022
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
Two sides of the same coin? The persuasiveness of one-sided vs. two-sided narratives in the context of radicalization prevention
JB Schmitt, C Caspari, T Wulf, C Bloch, D Rieger
SCM Studies in Communication and Media 10 (1), 48-71, 2021
122021
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