Publications by authors named "Tim Wulf"

Video games have been a popular form of media entertainment since the 1970s, with gamers of all ages experiencing and engaging digital worlds and creating lasting memories in those spaces. As video games mature, so are their players-by some estimates, the average age of a gamer is in their 30s, and often playing games with their children. As such, video games are a potentially powerful elicitor of nostalgia, as is being recognized in more recent research and discourse.

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For most people, telework during the COVID-19 pandemic necessitates the increased use of digital tools. Although working from home can enhance flexibility, it comes with various psychological challenges, all of which can be substantially exacerbated for people during the COVID-19 pandemic. The increased need to use digital tools can create cognitive overload that may negatively impact work productivity and well-being.

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Research on parasocial interaction (PSI) has a long tradition in noninteractive environments such as watching TV or listening to radio speakers. In the past years, researchers have started to apply PSI on videogame streaming environments, where the audience can interact with the observed media persona and get immediate feedback on their messages and requests. In a 3 × 2 online experiment ( = 251), we manipulated how a streamer addressed participants (individual vs.

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Text-based communication is one of the substantial ways of spreading scientific information. While the content and contextual aspects of written words have been widely researched, the impact of font characteristics on text perception is an almost blank page. The following study deals with the influence of serifs on the evaluation of online-presented scientific abstracts.

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