Tilo Hartmann
Sociology and Political Science · 2003–2016
A researcher in the Science corpus: 16 papers; trusts 42 researchers and is trusted by 40 researchers here, as inferred from the citation graph.
Subfields
- Sociology and Political Science — 102 citations into it; #3,559 of 22,756 by trust here, #4,059 by citations
- Social Psychology — 80 citations into it; #5,615 of 15,694 by trust here, #4,068 by citations
- Literature and Literary Theory — 69 citations into it; #174 of 2,496 by trust here, #100 by citations
- Experimental and Cognitive Psychology — 27 citations into it
- Gender Studies — 27 citations into it; #499 of 4,924 by trust here, #751 by citations
- Cognitive Neuroscience — 25 citations into it
- Communication — 20 citations into it; #598 of 3,460 by trust here, #947 by citations
- Human-Computer Interaction — 19 citations into it
Whom Tilo Hartmann trusts overall
Their strongest outbound trust, strongest first, inferred from their citations.
- Arthur A. Raney
- John L. Sherry
- Peter Vorderer
- A. Bandura
- Mary Beth Oliver
- Craig A. Anderson
- Stacy L. Smith
- Andrew F. Hayes
- Jonathan Haidt
- Holger Schramm
Who trusts Tilo Hartmann overall
- Jonna Koivisto
- Christoph Klimmt
- Teresa Lynch
- Charlotte Goldhoorn
- Riva H. Tukachinsky
- Hanna Reinikainen
- Mary Beth Oliver
- Lisa G. Perks
- Leonard Reinecke
- Jan-Philipp Stein
Papers from Tilo Hartmann's perspective
Ordered by how strongly the researchers Tilo Hartmann trusts endorse each paper. Same corpus, a different order for every researcher.
- Video games and aggressive thoughts, feelings, and behavior in the laboratory and in life. (Journal of Personality and Social Psychology)
- The effects of violent video games on aggression a meta-analysis
- The effects of violent video games on aggression.
- At the Heart of It All: The Concept of Presence
- The Cyborg's Dilemma: Progressive Embodiment in Virtual Environments (J. Comput. Mediat. Commun.)
- Effects of Violent Video Games on Aggressive Behavior, Aggressive Cognition, Aggressive Affect, Physiological Arousal, and Prosocial Behavior: A Meta-Analytic Review of the Scientific Literature (Psychology Science)
- Presence: concept, determinants, and measurement (Electronic imaging)
- Disposition-Based Theories of Enjoyment
- Telepresence via Television: Two Dimensions of Telepresence May Have Different Connections to Memory and Persuasion (J. Comput. Mediat. Commun.)
- An update on the effects of playing violent video games. (Journal des adolescens)
Their papers
- Media choice : a theoretical and empirical overview (2009) — 175 citations
- Gender and Computer Games: Exploring Females' Dislikes (2006) — 628 citations
- A Process Model of the Formation of Spatial Presence Experiences (2007) — 846 citations
- How players manage moral concerns to make video game violence enjoyable (2006) — 98 citations
- Effectance and Control as Determinants of Video Game Enjoyment (2007) — 312 citations
- How Violent Video Games Communicate Violence: A Literature Review and Content Analysis of Moral Disengagement Factors (2014) — 93 citations
- The guilty couch potato: The role of negative emotions in reducing recovery through media use (2014) — 123 citations
- Exploring the role of meaningful experiences in users’ appreciation of “good movies” (2010) — 145 citations
- Just a Game? Unjustified Virtual Violence Produces Guilt in Empathetic Players (2010) — 133 citations
- Elevation in Response to Entertainment Portrayals of Moral Virtue (2012) — 241 citations
- Parasocial Interaction, Parasocial Relationships, and Well-Being (2016) — 86 citations
- Examining the Hostile Media Effect as an Intergroup Phenomenon: The Role of Ingroup Identification and Status (2013) — 98 citations
- Horton and Wohl Revisited: Exploring Viewers' Experience of Parasocial Interaction (2011) — 479 citations
- It’s okay to shoot a character: Moral disengagement in violent video games (2010) — 261 citations
- The PSI-Process Scales. A new measure to assess the intensity and breadth of parasocial processes (2008) — 259 citations
- Explaining the enjoyment of playing video games: the role of competition (2003) — 516 citations