- Impact of Technology on Adolescents
- Media Influence and Health
- Social Media and Politics
- Technology Adoption and User Behaviour
- Behavioral Health and Interventions
- Media Studies and Communication
- Perfectionism, Procrastination, Anxiety Studies
- Digital Games and Media
- Mind wandering and attention
- Child Development and Digital Technology
- Digital Marketing and Social Media
- Psychological and Temporal Perspectives Research
- Digital Mental Health Interventions
- Work-Family Balance Challenges
- Privacy, Security, and Data Protection
- Sociology and Education Studies
- Psychological Well-being and Life Satisfaction
- COVID-19 and Mental Health
- Gender, Feminism, and Media
- Sexuality, Behavior, and Technology
- Multimedia Communication and Technology
- Linguistic Education and Pedagogy
- Media, Gender, and Advertising
- Mental Health Research Topics
- Educational Games and Gamification
Johannes Gutenberg University Mainz
2015-2024
University of Applied Sciences Mainz
2018-2021
Friedrich-Alexander-Universität Erlangen-Nürnberg
2021
University of Florida
2020
Michigan State University
2020
Vrije Universiteit Amsterdam
2020
Universität Hamburg
2003-2011
MSH Medical School Hamburg – University of Applied Sciences and Medical University
2008-2011
University of Mannheim
2011
University of Pennsylvania
1990
The Perceived Stress Scale Cohen (J Health Soc Behav 24:385-96, 1983) is a widely and well-established self-report scale measuring perceived stress. However, the German version of PSS-10 has not yet been validated. Thus, purposes this representative study were to psychometrically evaluate PSS-10, provide norm values for population. standardized scales depression, anxiety, fatigue, procrastination life satisfaction administered representative, randomly selected community sample consisting...
Computer-mediated communication (CMC), and specifically social media, may affect the mental health (MH) well-being of its users, for better or worse. Research on this topic has accumulated rapidly, accompanied by controversial public debate numerous systematic reviews meta-analyses. Yet, a higher-level integration multiple disparate conceptual operational approaches to CMC MH individual review findings is desperately needed. To end, we first develop two organizing frameworks that systematize...
The present study investigated the psychological health effects and motivational origins of digital stress based on a representative survey 1,557 German Internet users between 14 85 years age. Communication load resulting from private e-mails social media messages as well multitasking were positively related to perceived had significant indirect burnout, depression, anxiety. Perceived pressure fear missing out information interaction key drivers communication multitasking. Age significantly...
Addressing the lack of population-based data purpose this representative study was to assess procrastination and its associations with distress life satisfaction across span. A German community sample (1,350 women; 1,177 men) between ages 14 95 years examined by short form General Procrastination Scale (GPS-K; 1) standardized scales perceived stress, depression, anxiety, fatigue satisfaction. As hypothesized, highest in youngest cohort (14-29 years). Only most procrastinating (aged 29...
In spring 2020, COVID-19 and the ensuing social distancing stay-at-home orders instigated abrupt changes to employment educational infrastructure, leading uncertainty, concern, stress among United States college students. The media consumption patterns of this other groups across globe were affected, with early evidence suggesting viewers seeking both pandemic-themed reassuring, familiar content. A general increase in consumption, increased specific types content, may have been due use for...
Based on the model of complex entertainment experiences ( Vorderer, Klimmt, & Ritterfeld, 2004 ), competitiveness a computer game (media prerequisite) and individual life satisfaction (user are hypothesized to influence enjoyment. Avatar-player similarity was determine identification with avatar, which in turn suggested enhance enjoyment experience. In quasi-experimental study, (N = 666) participants were asked choose personality features an avatar for six different scenarios. The...
The use of video and computer games for recovery purposes was investigated in an online survey 1614 participants. data indicate that are systematically used after exposure to stressful situations strain, experience is a significant facet the gaming experience. Using structural equation modeling, relationships among work-related fatigue, daily hassles, social support, coping style, experience, were tested. Persons who associated stronger experiences with game play more often exhausting...
Journal Article Media Enjoyment as Need Satisfaction: The Contribution of Hedonic and Nonhedonic Needs Get access Ron Tamborini, Tamborini 1Department Communication, Michigan State University, East Lansing, MI 48824, USA Search for other works by this author on: Oxford Academic Google Scholar Matthew Grizzard, Grizzard Nicholas David Bowman, Bowman 2Department Communication Studies, West Virginia Morgantown, WV 30582, Leonard Reinecke, Reinecke 3Department University Mannheim, Germany Robert...
People around the globe now regularly interact with family and friends through social network sites (SNSs). In this article, we investigated differences between interactions in online offline contexts as well users' satisfaction support received these contexts. It was hypothesized that SNSs are better set up for task of leveraging informational but they inferior to terms emotional or instrumental support. We further assumed users might feel similarly satisfied how is rendered only transacted...
The “privacy calculus” approach to studying online privacy implies that willingness engage in disclosures on social network sites (SNSs) depends evaluation of the resulting risks and benefits. In this article, we propose cultural factors influence perception gratifications. Based survey data collected from participants five countries (Germany [ n = 740], Netherlands 89], United Kingdom 67], States 489], China 165]), successfully replicated calculus. Furthermore, found culture plays an...
This study attempted to (a) extend traditional mood management theory research by investigating the influence of intrinsic needs for competence and autonomy on selective exposure video games (b) test satisfying these resultant repair. An experiment varied satisfaction using false feedback. Subjects then selected media that in level user demand. Measures need were taken before after selection. Results demonstrated thwarted significantly predict choice with different levels demand predicts...
While intrinsic motivation has received broad attention in recent entertainment research, the effects of extrinsic motivation, such as social pressure to use media, on media enjoyment remain unknown. Based an online-survey (N = 230), this study tested need satisfaction and perceived Facebook with structural equation modeling. The results reveal complex motivation: negatively affected autonomy satisfaction, it was positively related competence relatedness satisfaction. This is first develop...
Journal Article Media Entertainment and Well-Being—Linking Hedonic Eudaimonic Experience to Media-Induced Recovery Vitality Get access Diana Rieger, Rieger 1Department of Psychology, University Cologne, Germany Search for other works by this author on: Oxford Academic Google Scholar Leonard Reinecke, Reinecke 2Department Communication, Johannes Gutenberg-University Mainz, Lena Frischlich, Frischlich Gary Bente Volume 64, Issue 3, June 2014, Pages 456–478, https://doi.org/10.1111/jcom.12097...
This article addresses ego depletion as a mechanism influencing media-based stress recovery processes. Using structural equation modeling, relationships between depletion, procrastination, guilt, enjoyment, vitality, and experience were tested using data from an online survey (N = 471). Results suggest that may increase the risk of negatively appraising use interactive (video games) noninteractive (television) entertaining media form procrastination. The resulting guilt is related to...
Today's constant availability of media content provides users with various recreational resources. It may also challenge self-control, however, once exposure conflicts other goals and obligations. How deal these self-regulatory chances risks in their daily lives is largely unknown. Our study addressed the predictors consequences procrastinatory use using experience sampling methodology (N = 215; 1,094 episodes). Results suggest that trait (self-control, performance goal orientation) as well...
Recent research has linked the enjoyment of entertaining media to satisfaction intrinsic human needs (Tamborini, Bowman, Eden, Grizzard, & Organ, 2010 Tamborini, R., N. D., A., M. and A. 2010. Defining as needs. Journal Communication, 60: 758–777. [Crossref], [Web Science ®] , [Google Scholar]; et al., in press). The present investigation addressed recovery through use interactive noninteractive stimuli resulting outcomes. In an experiment (N = 160), participants were first exposed a working...
Communications and personal information that are posted online usually accessible to a vast number of people. Yet when data exist online, they may be searched, reproduced mined by advertisers, merchants, service providers or even stalkers. Many users know what happen their information, while at the same time act as though private intimate. They expect privacy will not infringed willingly share with world via social network sites, blogs, in communities.The chapters collected Trepte Reinecke...
Summary Being constantly connected to others via e‐mail and other online messages is increasingly typical for many employees. In this paper, we develop test a model that specifies how interruptions by relate negative positive affect. We hypothesize perceived predict state affect time pressure responsiveness these task accomplishment. A daily survey study with 174 employees (a total of 811 day‐level observations) provided support our hypotheses at the between‐person within‐person level....
Smartphones and other mobile devices have fundamentally changed patterns of Internet use in everyday life by making online access constantly available. The present paper offers a theoretical explication empirical assessment the concept vigilance, referring to users’ permanent cognitive orientation towards content communication as well their disposition exploit these options constantly. Based on four studies, validated reliable self-report measure vigilance was developed. In combination,...
In the present study, interplay of player performance, game-related self-efficacy experiences, and resulting effects on game enjoyment are investigated. We hypothesized that a player's performance stimulates via its potential to stimulate experiences. laboratory setting, participants (N = 213) played jump 'n' run game. Their during play was recorded by log-file software, efficacy were assessed with questionnaires. As predicted, both experience significant predictors enjoyment. Furthermore,...