In Press / Online First

Wulf, T. & Baldwin, M. (in press): Being a kid again: Playing Pokémon Go contributes to well-being through nostalgia. Studies in Communication and Media (SC|M).

Wulf, T., Rieger, D., Kümpel, A. S., & Reinecke, L. (in press): Harder, better, faster, stronger? The relationship between cognitive task demands in video games and recovery experiences. Media and Communication.

Bonus, J. A., Wulf, T., & Matthews, N. L. (in press). The cost of clairvoyance: Enjoyment and appreciation of a popular movie as a function of affective forecasting errors. Journal of Media Psychology.

Wulf, T., Bowman, N. D., Velez, J. A., & Breuer, J. (2019). Once upon a game: Exploring video game nostalgia and its impact on well-being. Psychology of Popular Media Culture, Online First.

Bonus, J. A., Matthews, N. L., & Wulf, T. (2019). The impact of moral expectancy violations on audiences’ parasocial relationships with movie heroes and villains. Communication Research, Online First. doi:10.1177/0093650219886516 


Wulf, T. (2019). Determinanten medieninduzierter Nostalgie und ihre Wirkungsweisen auf Unterhaltungserleben und Wohlbefinden. Dissertation, Universität zu Köln.

Wulf, T., Bonus, J. A., & Rieger, D. (2019). The inspired time traveler: Examining the implications of nostalgic entertainment experiences for two-factor models of entertainment. Media Psychology, 22, 795-817. doi:10.1080/15213269.2018.1532299

Wulf, T., Sedikides, C., & Wildschut, T. (2019). Sehnsucht nach gestern. Gehirn und Geist, 9, 24-28.


Wulf, T., Bowman, N. D., Rieger, D., Velez, J. A., & Breuer, J. (2018). Video Games as Time Machines: Video Game Nostalgia and the Success of Retro Gaming. Media and Communication, 6, 60-68. doi: 10.17645/mac.v6i2.1317

Wulf, T., & Rieger, D. (2018). Wallowing in media-past: Media-induced nostalgia’s connection to parasocial relationships. Communication Research Reports, 35, 178-182. doi: 10.1080/08824096.2017.1383236  

Wulf, T., Rieger, D., & Schmitt, J. B. (2018). Blissed by the past: Theorizing media-induced nostalgia as an audience response factor for entertainment and well-being. Poetics, 69, 70-80 doi:10.1016/j.poetic.2018.04.001

Wulf, T., Schneider, F. M., & Beckert, S. (2018). Watching players: An exploration of media enjoyment on Twitch. Games and Culture, Online First. doi:10.1177/1555412018788161


Breuer, J., Velez, J., Bowman, N. D., Wulf, T., & Bente, G. (2017)."Drive the lane; together, hard!": An examination of the effects of supportive co-playing, and task difficulty on prosocial behavior. Journal of Media Psychology, 29, 31-41. doi:10.1027/1864-1105/a000209  

Wulf, T. (2017). Kooperation und Kompetition im Videospiel. Der Einfluss sozialer Interdependenz auf Stimmung und prosoziales Verhalten. Wiesbaden: Springer.


Kaspar, K., Wehlitz, T., von Knobelsdorff, S., Wulf, T., & von Saldern, M. A. O. (2015). A matter of font type: The effect of serifs on the evaluation of scientific abstracts. International Journal of Psychology 50, 372–378, doi: 10.1002/ijop.12160 


Reinecke, L., Rieger, D., & Wulf, T. (2014). Einschalten zum Abschalten? Mediennutzung zur Erholung von Stress und Belastung. InMind, 3. 

Rieger, D., Frischlich, L., Wulf, T., Bente, G., & Kneer, J. (2014). Eating ghosts: The underlying mechanisms of mood repair via interactive and non-interactive media. Psychology of Popular Media Culture, 4, 138-154. doi: 10.1037/ppm0000018 

Rieger, D., Wulf, T., Kneer, J., Frischlich, L., & Bente, G. (2014). The winner takes it all: The effect of in-game success and need satisfaction on mood repair and enjoyment. Computers in Human Behavior, 39, 281-286. doi: 10.1016/j.chb.2014.07.037