Johannes Breuer
TitelZitiert vonJahr
Why so serious? On the relation of serious games and learning
J Breuer, G Bente
Journal for Computer Game Culture 4, 7-24, 2010
3742010
Press CRTT to Measure Aggressive Behavior: The Unstandardized Use of the Competitive Reaction Time Task in Aggression Research.
M Elson, MR Mohseni, J Breuer, M Scharkow, T Quandt
Psychological Assessment 26 (2), 419-432, 2014
992014
More Than Stories With Buttons: Narrative, Mechanics, and Context as Determinants of Player Experience in Digital Games
M Elson, J Breuer, J Ivory, T Quandt
Journal of Communication 64 (3), 521-542, 2014
712014
Violent Video Games and Physical Aggression: Evidence for a Selection Effect Among Adolescents
J Breuer, J Vogelgesang, T Quandt, R Festl
Psychology of Popular Media Culture 4 (4), 305-328, 2015
632015
Spielend lernen? Eine Bestandsaufnahme zum (Digital) Game- Based Learning.
J Breuer
Landesanstalt für Medien NRW, 2011
58*2011
Making the implicit explicit. Embedded measurement in serious games
G Bente, J Breuer
Serious Games: Mechanisms and Effects. Routledge, 322-343, 2009
55*2009
Sexist games= sexist gamers? A longitudinal study on the relationship between video game use and sexist attitudes
J Breuer, R Kowert, R Festl, T Quandt
Cyberpsychology, Behavior, and Social Networking 18 (4), 197-202, 2015
482015
Comparing Apples and Oranges? Evidence for Pace of Action as a Confound in Research on Digital Games and Aggression.
M Elson, J Breuer, J van Looy, J Kneer, T Quandt
Psychology of Popular Media Culture 4 (2), 112-125, 2013
452013
Sore Losers? A Reexamination of the Frustration–Aggression Hypothesis for Colocated Video Game Play.
J Breuer, M Scharkow, T Quandt
Psychology of Popular Media Culture 4 (2), 126-137, 2013
432013
A practical guide for transparency in psychological science
O Klein, TE Hardwicke, F Aust, J Breuer, H Danielsson, AH Mohr, ...
Collabra: Psychology 4 (1), 2018
382018
The Relationship Between Use of Social Network Sites, Online Social Support, and Well-Being - Results From a Six-Wave Longitudinal Study
S Utz, J Breuer
Journal of Media Psychology 29 (3), 115-125, 2017
312017
Digitale Spiele: Stabile Nutzung in einem dynamischen Markt
T Quandt, J Breuer, R Festl, M Scharkow
Media Perspektiven, 483-492, 2013
282013
Know Thy Player: An Integrated Model of Player Experience for Digital Games Research
M Elson, J Breuer, T Quandt
Handbook of Digital Games, 362-387, 2014
182014
Digital war: An empirical analysis of narrative elements in military first-person shooters.
J Breuer, R Festl, T Quandt
Journal of Gaming & Virtual Worlds 4 (3), 215-237, 2012
162012
A Longitudinal Analysis of Gaming- and Non-Gaming-Related Friendships and Social Support among Social Online Game Players
E Domahidi, J Breuer, R Kowert, R Festl, T Quandt
Media Psychology, 2016
152016
In the army now-Narrative elements and realism in military first-person shooters.
J Breuer, R Festl, T Quandt
DiGRA Conference, 2011
112011
Informational benefits from social media use for professional purposes: Results from a longitudinal study
S Utz, J Breuer
Cyberpsychology: Journal of Psychosocial Research on Cyberspace 10 (4), 2016
102016
Validating the Digital Games Motivation Scale for Comparative Research Between Countries
F De Grove, J Breuer, VHH Chen, T Quandt, R Ratan, J Van Looy
Communication Research Reports 34 (1), 37-47, 2016
102016
Frustration–Aggression Theory
J Breuer, M Elson
The Wiley Handbook of Violence and Aggression, 1-12, 2017
82017
Women are from FarmVille, Men are from ViceCity: The cycle of exclusion and sexism in video game content and culture
R Kowert, J Breuer, T Quandt
New Perspectives on the Social Aspects of Digital Gaming. Multiplayer 2 …, 2017
72017
Das System kann den Vorgang jetzt nicht ausführen. Versuchen Sie es später erneut.
Artikel 1–20