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Tim Wulf
Tim Wulf
Bestätigte E-Mail-Adresse bei ifkw.lmu.de
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Zitiert von
Zitiert von
Jahr
Watching Players: An Exploration of Media Enjoyment on Twitch
T Wulf, FM Schneider, S Beckert
Games and culture 15 (3), 328-346, 2020
1462020
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
1032014
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
712015
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
492021
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
462015
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
432020
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
392018
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
342018
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
292021
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
272021
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
232019
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
212020
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
202022
The dark side of inspirational pasts: An investigation of nostalgia in right-wing populist communication
M Menke, T Wulf
Media and Communication, 2021
202021
Wallowing in media past: Media-induced nostalgia’s connection to parasocial relationships
T Wulf, D Rieger
Communication Research Reports 35 (2), 178-182, 2018
202018
Drive the lane; together, hard!
J Breuer, J Velez, N Bowman, T Wulf, G Bente
Journal of Media Psychology, 2017
172017
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
152019
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
102018
Once upon a game: Gaming nostalgia, need-satisfaction, and well-being
T Wulf, J Breuer, ND Bowman, J Velez
Proceedings of mediapsychology 2017, 11-12, 2017
82017
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
72021
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