Publications

In Press / Online First

Schmitt, J. B., Breuer, J. B., & Wulf, T. (2021). From cognitive overload to digital detox: Psychological implications of telework during the COVID-19 pandemic. Computers in Human Behavior, Online Firsthttps://doi.org/10.1016/j.chb.2021.106899 

Wulf, T., Breuer, J. S., & Schmitt, J. B. (Accepted).  Escaping the pandemic present: The relationship between nostalgic media use, escapism, and well-being during the COVID-19 pandemic. Psychology of Popular Media.

Wulf, T., Schneider, F. M., & Queck, J. (2021). Exploring viewers' experiences of parasocial interactions with videogame streamers on Twitch. Cyberpsychology, Behavior, and Social Networking, Online Firsthttps://doi.org/10.1089/cyber.2020.0546

2021

Bonus, J. A., Matthews, N. L., & Wulf, T. (2021). The impact of moral expectancy violations on audiences’ parasocial relationships with movie heroes and villains. Communication Research, 48,  550–572. https://doi.org/10.1177/0093650219886516 

Menke, M., & Wulf, T. (2021). The Dark Side of Inspirational Pasts: An Investigation of Nostalgia in
Right-Wing Populist Communication. Media and Communication, 9, 237-249. https://doi.org/10.17645/mac.v9i2.3803

Schmitt, J.B., Caspari, C., Wulf, T., Bloch, C., & Rieger, D. (2021). Two sides of the same coin? The persuasiveness of one-sided vs. two-sided narratives in the context of radicalization prevention. Studies in Communication | Media (SC|M), 10,  48–71. https://doi.org/10.5771/2192-4007-2021-1-48 

2020

Bonus, J. A., Wulf, T., & Matthews, N. L. (2019). The cost of clairvoyance: Enjoyment and appreciation of a popular movie as a function of affective forecasting errors. Journal of Media Psychology,  32, 216-222. https://doi.org/10.1027/1864-1105/a000268

Breuer, J., Wulf, T., & Mohseni, R. (2020). New formats, new methods: Computational approaches as a way forward for media entertainment research. Media and Communication, 8, 147-152. https://doi.org/10.17645/mac.v8i3.3530

Caspari, C., Schneider, J., Wulf, T., van Balen, A.-K., Rutkowski, O., (…) & Roth, H.-J. (2020). Förderung von Reflexion extremistischer Online-Inhalte bei Schüler*innen. [Promoting pupils‘ reflection on extremist online content] In: J. B. Schmitt, J. Ernst, D. Rieger, & H.-J. Roth (Hrsg.), Propaganda und Prävention. Forschungsergebnisse, didaktische Ansätze, interdisziplinäre Perspektiven zur pädagogischen Arbeit zu extremistischer Internetpropaganda.[Propaganda and prevention. Research results, didactic principles, interdisciplinary perspectives on education for extremist online propaganda] (pp. 249-282). Wiesbaden: Springer. 

Schmitt, J. B., Caspari, C., Winkler, J. R., Wulf, T., Rutkowski, O., (…) & Roth, H.-J. (2020). Förderung von Empowerment gegenüber extremistischen Online-Inhalten bei Schüler*innen. [Promoting pupils‘ empowerment against extremist online content] In: J. B. Schmitt, J. Ernst, D. Rieger, & H.-J. Roth (Hrsg.), Propaganda und Prävention. Forschungsergebnisse, didaktische Ansätze, interdisziplinäre Perspektiven zur pädagogischen Arbeit zu extremistischer Internetpropaganda.[Propaganda and prevention. Research results, didactic principles, interdisciplinary perspectives on education for extremist online propaganda] (pp. 283-315). Wiesbaden: Springer.

Schmitt, J.B., Wulf, T., Ernst, J., Rieger, D. & Roth, H.-J. (2020). Die Evaluation eines Präventionsprogramms zur Förderung von Medienkritikfähigkeit: Diskussion und Implikationen. [Evaluation of a program to promote media literacy: Discussion and Implicationss] In: J. B. Schmitt, J. Ernst, D. Rieger, & H.-J. Roth (Hrsg.), Propaganda und Prävention. Forschungsergebnisse, didaktische Ansätze, interdisziplinäre Perspektiven zur pädagogischen Arbeit zu extremistischer Internetpropaganda. [Propaganda and prevention. Research results, didactic principles, interdisciplinary perspectives on education for extremist online propaganda] (pp. 331-357). Wiesbaden: Springer.

Wulf, T. & Baldwin, M. (2020): Being a kid again: Playing Pokémon Go contributes to well-being through nostalgia. Studies in Communication and Media (SC|M), 9, 241-263. https://doi.org/10.5771/2192-4007-2020-2-241 

Wulf, T., Bowman, N. D., Velez, J. A., & Breuer, J. (2020). Once upon a game: Exploring video game nostalgia and its impact on well-being. Psychology of Popular Media Culture, 9, 83-95.  https://doi.org/10.1037/ppm0000208 

Wulf, T., Caspari, C., Rutkowski, O., Schmitt, J. B., Ernst, J., Rieger, D., Roth, H.-J. (2020). Von Schulklassen und Klassenunterschieden: Zur Charakterisierung der Stichprobe. [A detailed description of the sample.] In: J. B. Schmitt, J. Ernst, D. Rieger, & H.-J. Roth (Hrsg.), Propaganda und Prävention. Forschungsergebnisse, didaktische Ansätze, interdisziplinäre Perspektiven zur pädagogischen Arbeit zu extremistischer Internetpropaganda. [Propaganda and prevention. Research results, didactic principles, interdisciplinary perspectives on education for extremist online propaganda] (pp. 153-168). Wiesbaden: Springer. 

Wulf, T., Schneider, F. M., & Beckert, S. (2020). Watching players: An exploration of media enjoyment on Twitch. Games and Culture, 15, 328-346. https://doi.org/10.1177/1555412018788161

2019

Wulf, T. (2019). Determinanten medieninduzierter Nostalgie und ihre Wirkungsweisen auf Unterhaltungserleben und Wohlbefinden. Dissertation, Universität zu Köln. http://nbn-resolving.de/urn:nbn:de:hbz:38-93552

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. https://doi.org/10.1080/15213269.2018.1532299

Wulf, T., Rieger, D., Kümpel, A. S., & Reinecke, L. (2019): Harder, better, faster, stronger? The relationship between cognitive task demands in video games and recovery experiences. Media and Communication, 7, 166-175. https://doi.org/10.17645/mac.v7i4.2297

Wulf, T., Sedikides, C., & Wildschut, T. (2019). Sehnsucht nach gestern. Gehirn und Geist, 9, 24-28. https://www.spektrum.de/news/nostalgie-sehnsucht-nach-gestern/1662036

2018

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. https://doi.org/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. https://doi.org/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. https://doi.org/10.1016/j.poetic.2018.04.001 

2017

 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. https://doi.org/10.1027/1864-1105/a000209  

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

2015

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, https://doi.org/10.1002/ijop.12160 

2014

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. https://doi.org/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. https://doi.org/10.1016/j.chb.2014.07.037