Author of the publication

Influence of Age-Rating Label Salience on Perception and Evaluation of Media.

, , and . J. Media Psychol. Theor. Methods Appl., 25 (2): 83-94 (2013)

Please choose a person to relate this publication to

To differ between persons with the same name, the academic degree and the title of an important publication will be displayed. You can also use the button next to the name to display some publications already assigned to the person.

 

Other publications of authors with the same name

Die Welt der Kriegskunst. Nutzungsmotivation und Spielerleben im Massively Multiplayer Roleplaying Game World of Warcraft, and . Die Computerspieler. Studien zur Nutzung von Computergames, Verlag für Sozialwissenschaften, Wiesbaden, (2008)Increasing the effectiveness of digital educational games: The effects of a learning instruction on students' learning, motivation and cognitive load., and . Comput. Hum. Behav., (2017)The valuation of privacy premium features for smartphone apps: The influence of defaults and expert recommendations., , and . Comput. Hum. Behav., (2017)Processing privacy information and decision-making for smartphone apps among young German smartphone users., , and . Behav. Inf. Technol., 37 (5): 488-501 (2018)Elderly people and morality in virtual worlds: A cross-cultural analysis of elderly people's morality in interactive media., , and . New Media Soc., 15 (2): 276-293 (2013)"The app market has been candy crushed": Observed and rationalized processes for selecting smartphone games., , and . Entertain. Comput., (2015)The use and acceptance of new media entertainment technology by elderly users: development of an expanded technology acceptance model., , and . Behav. Inf. Technol., 34 (11): 1052-1063 (2015)The Impact of Experience: The Influences of User and Online Review Ratings on the Performance of Video Games in the US Market.. DiGRA Conference, Digital Games Research Association, (2007)Influence of Age-Rating Label Salience on Perception and Evaluation of Media., , and . J. Media Psychol. Theor. Methods Appl., 25 (2): 83-94 (2013)Relating video game exposure, sensation seeking, aggression and socioeconomic factors to school performance., , and . Behav. Inf. Technol., 39 (9): 957-969 (2020)