• Publications
  • Influence
The social side of gaming: How playing online computer games creates online and offline social support
TLDR
Online gaming has gained millions of users around the globe, which have been shown to virtually connect, to befriend, and to accumulate online social capital. Expand
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  • 19
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Media psychology
TLDR
The solution to get this book is that we don't over you the free book. Expand
  • 78
  • 19
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Authenticity and well-being on social network sites: A two-wave longitudinal study on the effects of online authenticity and the positivity bias in SNS communication
TLDR
In offline settings, authentic behavior has frequently been linked to increased well-being. Expand
  • 167
  • 12
  • PDF
Avatar Creation and Video Game Enjoyment
  • S. Trepte, L. Reinecke
  • Psychology, Computer Science
  • J. Media Psychol. Theor. Methods Appl.
  • 21 December 2010
TLDR
In a quasi-experimental study, (N = 666) participants were asked to choose the personality features of an avatar for six different game scenarios. Expand
  • 154
  • 11
Games and Recovery
  • L. Reinecke
  • Psychology, Computer Science
  • J. Media Psychol. Theor. Methods Appl.
  • 15 October 2009
TLDR
Using structural equation modeling, the relationships among work-related fatigue, daily hassles, social support, coping style, recovery experience, and the use of video and computer games for recovery purposes were tested. Expand
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Characterizing Mood Management as Need Satisfaction: The Effects of Intrinsic Needs on Selective Exposure and Mood Repair
This study attempted to (a) extend traditional mood management theory research by investigating the influence of the intrinsic needs for competence and autonomy on selective exposure to video gamesExpand
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Media Enjoyment as Need Satisfaction: The Contribution of Hedonic and Nonhedonic Needs
Most early research on entertainment defines media enjoyment in functional terms as the satisfaction of hedonic needs. Two studies demonstrate the value of including nonhedonic and hedonic needExpand
  • 123
  • 9
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Games at Work: The Recreational Use of Computer Games During Working Hours
  • L. Reinecke
  • Psychology, Medicine
  • Cyberpsychology Behav. Soc. Netw.
  • 25 July 2009
TLDR
The present study investigated the recreational use of video and computer games in the workplace. Expand
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  • 8
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The reciprocal effects of social network site use and the disposition for self-disclosure: A longitudinal study
TLDR
We propose that the use of social network sites and the psychological disposition for self-disclosure interact reciprocally: Individuals with a stronger disposition show a higher tendency to use SNSs (selection effect). Expand
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Slacking Off or Winding Down? An Experience Sampling Study on the Drivers and Consequences of Media Use for Recovery Versus Procrastination
Today's constant availability of media content provides users with various recreational resources. It may also challenge self-control, however, once media exposure conflicts with other goals andExpand
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