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49 results on '"Nicholas David Bowman"'

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1. The Str(AI)ght Scoop: Artificial Intelligence Cues Reduce Perceptions of Hostile Media Bias

2. The Common Player-Avatar Interaction Scale (cPAX): Expansion and Cross-Language Validation

3. Character morality, enjoyment, and appreciation: a replication of Eden, Daalmans, and Johnson (2017)

4. Natural in the eyes of the (be)holder: A survey on novelty and learning effects in the enjoyment of naturally mapped video game controllers

5. Once upon a game: Exploring video game nostalgia and its impact on well-being

6. Contact isn't enough: attitudes towards and misunderstandings about undocumented immigrants among a diverse college population

7. Flow Encourages Task Focus, but Frustration Drives Task Switching

8. A Chinese-Language Validation of the Video Game Demand Scale (VGDS-C)

9. An Agenda for Open Science in Communication

10. How Awe Affects Players’ Entertainment Experiences Over Six Weeks of Playing

11. SOCIALITY AND MONETIZATION ON LIVE STREAMING PLATFORMS

12. Country roads through 1s and 0s: Sense of place for and recollection of West Virginia following long-term engagement with Fallout 76

13. College instructors and the digital red pen: An exploratory study of factors influencing the adoption and non-adoption of digital written feedback technologies

14. Real-life closeness of social media contacts and depressive symptoms among university students

15. 'As good as your word': face-threat mitigation and the use of instructor nonverbal cues on students’ perceptions of digital feedback

16. Morality and Media Effects

17. Social and Entertainment Gratifications of Videogame Play Comparing Robot, AI, and Human Partners

18. Bergen Facebook Addiction Scale

19. Researchers' commercial video game knowledge associated with differences in beliefs about the impact of gaming on human behavior

20. Fun Versus Meaningful Video Game Experiences: A Qualitative Analysis of User Responses

21. The Quality of Video Games: Subjective Quality Assessments as Predictors of Self-Reported Presence in First-Person Shooter and Role-Playing Games

22. Through the Looking Glass (Self): The Impact of Wearable Technology on Perceptions of Face-to-Face Interaction

23. Video games as meaningful entertainment experiences

24. The effect of moral intuitions on decisions in video game play: The impact of chronic and temporary intuition accessibility

25. Digital gaming audiences: Awareness, without closeness

26. R U with Some1? Using Text Message Experience Sampling to Examine Television Coviewing as a Moderator of Emotional Contagion Effects on Enjoyment

27. Two faces of narcissism on SNS: The distinct effects of vulnerable and grandiose narcissism on SNS privacy control

28. Is the Link Between Games and Aggression More About the Player, Less About the Game?

29. The Morality of May 2, 2011: A Content Analysis of U.S. Headlines Regarding the Death of Osama bin Laden

30. The Influence of Adolescents' Moral Salience on Actions and Entertainment Experience in Interactive Media

31. Problematic social media use and depressive symptoms among U.S. young adults: A nationally-representative study

32. How demanding is social media: Understanding social media diets as a function of perceived costs and benefits – A rational actor perspective

33. Gut or Game? The Influence of Moral Intuitions on Decisions in Video Games

34. Things we know about media and morality

35. Game/Write

36. The Rise (and Refinement) of Moral Panic*

37. The Impact of Video Game Play on Human (and Orc) Creativity

38. Predicting media appeal from instinctive moral values

39. 'Violence Is a Many-Splintered Thing': The Importance of Realism, Justification, and Graphicness in Understanding Perceptions of and Preferences for Violent Films and Video Games

41. A question of morality? The influence of moral salience and nationality on media preferences

42. Characterizing mood management as need satisfaction: The effects of intrinsic needs on selective exposure and mood repair

43. Elderly people and morality in virtual worlds

44. The influence of morality subcultures on the acceptance and appeal of violence

45. Media enjoyment as need satisfaction: The contribution of hedonic and non-hedonic needs

46. Defining media enjoyment as the satisfaction of intrinsic needs

47. Gender attribution in online video games

48. The ‘Eudaimonic Experience’: A Scoping Review of the Concept in Digital Games Research

49. Facebook intensity measure

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