Tim Wulf
Tim Wulf
Verified email at ifkw.lmu.de
Title
Cited by
Cited by
Year
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
672014
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
492015
Watching Players: An Exploration of Media Enjoyment on Twitch
T Wulf, FM Schneider, S Beckert
Games and culture 15 (3), 328-346, 2020
482020
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
342015
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
182018
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
182018
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
142020
Wallowing in media past: Media-induced nostalgia’s connection to parasocial relationships
T Wulf, D Rieger
Communication Research Reports 35 (2), 178-182, 2018
132018
Drive the lane; together, hard!
J Breuer, J Velez, N Bowman, T Wulf, G Bente
Journal of Media Psychology, 2017
92017
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
72017
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
62019
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
52019
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
52018
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
42021
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
42020
The winner takes it all: The effect of in-game success on mood-repair
T Wulf, D Rieger, G Bente
64th Annual Meeting of the International Communication Association (ICA), 2014
42014
The Dark Side of Inspirational Pasts: An Investigation of Nostalgia in Right-Wing Populist Communication
M Menke, T Wulf
Media and Communication, 2021
22021
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
12021
Förderung von Empowerment gegenüber extremistischen Online-Inhalten bei Schüler* innen
JB Schmitt, C Caspari, JR Winkler, T Wulf, O Rutkowski, L Braun, ...
Propaganda und Prävention, 283-315, 2020
12020
The Cost of Clairvoyance
JA Bonus, T Wulf, NL Matthews
Journal of Media Psychology, 2019
12019
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Articles 1–20