Uni köln professor psychologie kritik pfeiffer

Publications Journal articles bis In press Li, K. The impacts of banner format and animation speed on banner effectiveness: Evidence from eye movements.

Univ.-Prof. Dr. Peter Zimmermann

Computers in Human Behavior , 54 , — A longitudinal study on the relationship between video game use and sexist attitudes. Cyberpsychology, Behavior, and Social Networking, 18 4 , Violent video games and physical aggression: Evidence for a selection effect among adolescents. Psychology of Popular Media Culture , 4 4 , Dying the right way?

Interest in a perceived persuasiveness of parochial extremist propaganda increases after mortality salience. Frontiers in Psychology, 6 Meet Joe Black? The effects of mortality salience and similarity on the desire to date in-group vs. Journal of Social and Personal Relationships, 32 4 , Vom rechten Rand auf Seite 1 — Wie die Medien unsere Meinung über Rechtsextremismus und Einwanderer beeinflussen [From the right edge to page 1- How the media influence our attitudes towards right-wing extremism and immigrants].

Das In-Mind Magazin, 5. Kneer, J. The memory remains: How heavy metal fans buffer against the fear of death. Psychology of Popular Media Culture, Advanced online publication. Problematic game play: The diagnostic value of playing motives, passion, and playing time. Behavioral Sciences , 5 2 , Eating ghosts: The underlying mechanisms of mood repair via interactive and non-interactive media.

Psychology of Popular Media Culture, 4 2 , — Media induced recovery: The effects of positive versus negative media stimuli on recovery experience, cognitive performance, and energetic arousal. Psychology of Popular Media Culture , Advanced online publication. Der mediatisierte Lebenswandel - Permanently online, permanently connected [The mediatized lifestyle - Permanently online, permanently connected].

Publizistik , 60 3 , Cultures of trust: Effects of avatar faces and reputation scores on German and Arab players in an online trust game. PLoS ONE , 9 8 : e Aggression and preference for first-person shooter and action games: Data from a large-scale survey of German gamers aged 14 and above.

Communication Research Reports , 31 2 , Tunnel vision or desensitization? The effect of interactivity and frequency of use on the perception and evaluation of violence in digital games.

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Journal of Media Psychology. Gewalt erzeugt Mediengewalt - oder umgekehrt? Über den Zusammenhang von Aggression und der Nutzung digitaler Spiele [Violence creates media violence — or vice versa? About the correlation between aggression and the use of digital games]. Das In-Mind Magazin, 3. Elson, M. More than stories with buttons: Narrative, mechanics, and context as determinants of player experience in digital games.

Journal of Communication , 64 3 , Press CRTT to measure aggressive behavior: The unstandardized use of the Competitive Reaction Time Task in aggression research. Psychological Assessment , 26 2 , The use of virtual characters to assess and train non-verbal communication in high-functioning autism. Frontiers in Human Neuroscience, 8 Perceiving nonverbal behavior: Neural correlates of processing movement fluency and contingency in dyadic interactions.

Human Brain Mapping , 35 4 , Awareness of risk factors for digital game addiction: Interviewing players and counselors. International Journal of Mental Health and Addiction , 12 5 , Neural correlates of emotion perception depending on culture and gaze duration. Culture and Brain, 2 1 , Dissociating animacy processing in high-functioning autism: Neural correlates of stimulus properties and subjective ratings.

Social Neuroscience , 9 3 , — Why we interact: On the functional role of the striatum in the subjective experience of social interaction. Neuroimage , , — Re-Integrating the ad.

Prof. em. Dr. Dr. hc. Dietrich Dörner: Lehrstuhl für Allgemeine Psychologie und Methodenlehre

Effects of context congruency on banner advertising in hybrid media. Journal of Media Psychology , 27 2 , Media entertainment and well-being - Linking hedonic and eudaimonic entertainment experience to media-induced recovery and vitality. Journal of Communication , 64 3 , — The winner takes it all: The effect of in-game success and need satisfaction on mood repair and enjoyment.

Computers in Human Behavior , 39 , — Brief report: Impression formation in high-functioning autism: Role of nonverbal behavior and stereotype activating information. Journal of Autism and Developmental Disorders, 44 7 , — Sore losers? A reexamination of the frustration—aggression hypothesis for collocated video game play. Psychology of Popular Media Culture , 4 2 , Comparing apples and oranges?

Evidence for pace of action as a confound in research on digital games and aggression. NeuroImage: Clinical, 3, Influence of ethnic group-membership and gaze direction on the perception of emotions. A cross-cultural study between Germany and China.

Univ.-Prof. Dr. Peter Zimmermann

PLoS ONE, 8 6 : e Affective and motivational influences in person perception. Frontiers in Human Neuroscience, 7 , Detecting concealed information from groups using a dynamic questioning approach: Simultaneous skin conductance measurement and immediate feedback. Frontiers in Psychology , 4 68 , Toward a second-person neuroscience.

Behavioral and Brain Sciences, 36 4 , Langzeitstudie GameStat: Repräsentativbefragungen zu digitalen Spielen in Deutschland bis [Digital games: Steady use in a dynamic market. Long-term study GameStat: Representative survey about digital games in Germany from to ]. Media Perspektiven , 10 , To buy or not to buy: Influence of seller photos and reputation on buyer trust and purchase behavior.

International Journal of Human-Computer Studies , 70 1 , Digital War: An empirical analysis of narrative elements in military first-person shooters. Journal of Gaming and Virtual Worlds , 4 3 , , doi: Getting a grip on social gaze: Control over others' gaze helps gaze detection in high-functioning autism. Journal of Autism and Developmental Disorders, 43 2 , Are digital games perceived as fun or danger?

Supporting and suppressing different game-related concepts. Cyberpsychology, Behavior, and Soical Networking, 15 11 , Defending the doomed: Implicit strategies concerning protection of first person shooter games. Cyberpsychology, Behavior, and Social Networking, 15 5 , Imaging first impressions: Distinct neural processing of verbal and nonverbal social information.

Neuroimage , 60 1 , Eyes on the mind: Investigating the influence of gaze dynamics on the perception of others in real-time social interaction. Frontiers in Psychology , 3 Vicarious belongingness. Effects of socio-emotional commercials under mortality salience. Journal of Media Psychology , 23 3 , —