Deutsch Intern
Media and Business Communication

Publications

2024


  • Possler, D. (in Press). Video Games as Meaningful or Eudaimonic Experiences. In M. Powers (Ed.), Oxford Research Encyclopedia of Communication. Oxford University Press. 
  • Freytag*, A. & Possler*, D. (2024). How Dual-Message Nature Documentaries that Portray Nature as Amazing and Threatened Affect Entertainment Experiences and Pro-Environmental Intentions. Journal of Communication, 00, 1-15. https://doi.org/10.1093/joc/jqad044  *shared first authorship

2023


  • Possler, D., Bowman, N. D., Daneels, R. (2023). Explaining the Formation of Eudaimonic Gaming Experiences: A Theoretical Overview and Systemization Based on Interactivity and Game Elements. Frontiers in Communication, 8https://doi.org/10.3389/fcomm.2023.1215960 
  • Heft, A., Jünger, J., Niemann-Lenz, J., & Possler, D. (2023). Die Nationale Forschungsdateninfrastruktur – eine Lösung infrastruktureller Bedarfe für die Inhaltsanalyse? [The National Research Data Infrastructure - a solution for infra-structural needs of content analysis?] Publizistik. Advanced online publication. https://doi.org/10.1007/s11616-023-00789-5 
  • Possler, D., Daneels, R., Bowman, N. D. (2023). Players Just Want to Have Fun? An Exploratory Survey on Hedonic and Eudaimonic Game Motives. Games and Culture. Advanced online publication. https://doi.org/10.1177/15554120231182498 
  • Bowman, N., Daneels, R., & Possler, D. (2023). Excited for Eudaimonia? An Emergent Thematic Analysis of Player Expectations of Upcoming Video Games. Psychology of Popular Media. Advance online publication. https://doi.org/10.1037/ppm0000474 
  • Possler, D. & Klimmt, C. (2023). Towards a Model of the Entertaining Appeal of Video Game Aesthetics. In R. Biermann, J. Fromme, & F. Kiefer (Eds.), Computerspielforschung: Interdisziplinäre Einblicke in das digitale Spiel und seine kulturelle Bedeutung [Computer game research: interdisciplinary insights into the digital game and its cultural significance] (pp. 141-157). Verlag Barbara Budrich. https://doi.org/10.3224/84742669 
  • Wulf, T., Possler, D., & Breuer, J. (2023). Content Analysis in the Research Field of Video Games. In F. Oehmer-Pedrazzi, S. H. Kessler, E. Humprecht, K. Sommer, & L. Castro (Eds.), Standardisierte Inhaltsanalyse in der Kommunikationswissenschaft – Standardized Content Analysis in Communication Research (pp. 287–297). Springer. https://doi.org/10.1007/978-3-658-36179-2_25 

2022


  • Possler, D., Carnol, N. N., Klimmt, C., Weber-Hoffmann, I., & Raney, A. A. (2022). A Matter of Closeness: Player-Avatar Relationships as Degree of Including Avatars in the Self. In B. Göbl, E. van der Spek, J. Baalsrud Hauge, & R. McCall (Eds.), Entertainment Computing – ICEC 2022 (Vol. 13477, pp. 171–182). Springer doi.org/10.1007/978-3-031-20212-4_14

2021


  • Buschow, C., Possler, D., & Scheper, J. (2021). Teaching Media Entrepreneurship: How a start-up simulation can increase students’ knowledge and encourage them to work in entrepreneurial contexts. Teaching Journalism & Mass Communication, 11(1), 65-69. https://aejmc.us/wp-content/uploads/sites/9/2021/07/TJMC-11.1-Buschow-et-al.pdf
  • Daneels, R., Bowman, N., Possler, D., & Mekler, E. (2021). The ‘Eudaimonic Experience’: A Scoping Review of the Concept in Digital Games Research. Media and Communication, 9(2), 178-190. https://doi.org/10.17645/mac.v9i2.3824 
  • Klimmt, C., & Possler, D. (2021). A Synergistic Multiprocess Model of Video Game Entertainment. In P. Vorderer, & C. Klimmt (Eds.), The Oxford Handbook of Entertainment Theory (pp. 623-646). Oxford University Press.
  • Kreissl, J., Possler, D., & Klimmt, C. (2021). Engagement with the gurus of gaming culture: Parasocial relationships to Let’s Players. Games and Culture, 16(8). https://doi.org/10.1177/15554120211005241 
  • Possler, D., Klimmt, C., & Bowman, N. D. (2021). How awe affects players’ entertainment experiences over six weeks of playing. In J. B. Hauge, J. C. S. Cardoso, L. Roque & P. A. Gonzalez-Calero (Eds.), Entertainment Computing – ICEC 2021. Proceedings of the 20th IFIP TC 14 International Conference, ICEC 2021, Coimbra, Portugal (pp. 223-235). Berlin: Springer.
  • Possler, D., & Raney, A. A. (2021). Entertained by Amazement and Wonder: The Role of the Emotion Awe in Media Reception. In P. Vorderer, & C. Klimmt (Eds.), The Oxford Handbook of Entertainment Theory (pp. 419-436). Oxford University Press.

2020


  • Meier, A., Gilbert, A., Börner, S., & Possler, D. (2020). Instagram Inspiration: How Upward Comparison on Social Network Sites Can Contribute to Well-Being. Journal Of Communication, 70(5), 721-743. https://doi.org/10.1093/joc/jqaa025 
  • Possler, D., Kümpel, A. S., & Unkel, J. (2020). Entertainment motivations and gaming-specific gratifications as antecedents of digital game enjoyment and appreciation. Psychology of Popular Media, 9(4), 541–552. https://doi.org/10.1037/ppm0000248 
  • Possler, D., Link, E., & Niemann-Lenz, J. (2020). Die Arztwahl online: Identifikation verschiedener Typen von Online-Bewertungen auf Arztbewertungsportalen [The patients’ web-based choice of a doctor: Identification of different types of web reviews on review sites of doctors]. In A. Kalch, & A. Wagner (Eds.), Gesundheitskommunikation und Digitalisierung [Health communication and digitalization] (pp. 55-72). Nomos. https://doi.org/10.5771/9783748900658-55 
  • Schlütz, D. M., Possler, D., & Golombek, L. (2020). “Is He Talking to Me?” - How Breaking the Fourth Wall Influences Enjoyment. Projections, 14(2), 1–25. https://doi.org/10.3167/proj.2020.140202 

2019


  • Klimmt, C., & Possler, D. (2019). Video games. In M. B. Oliver, A. A. Raney, & J. Bryant (Eds.), Media effects (4th edition) (pp. 342-356). Routledge.
  • Klimmt, C., Possler, D., May, N., Auge, H., Wanjek, L., & Wolf, A. (2019). Effects of soundtrack music on the video game experience. Media Psychology, 22(5), 689-713. https://doi.org/10.1080/15213269.2018.1507827 
  • Niemann-Lenz, J., Bruns, S., Hefner, D., Knop-Hülß, K., Possler, D., Reich, S., Reinecke, L., Scheper, J. & Klimmt, C. (2019). Crafting a strategic roadmap for computational Methods in communication science: Learnings from the CCS 2018 Conference in Hanover. International Journal Of Communication, 13, 9. https://ijoc.org/index.php/ijoc/article/view/10534 
  • Possler, D., Bruns, S., & Niemann-Lenz, J. (2019). Data is the new oil – but how do we drill it? Pathways to access and acquire large data sets in communication science. International Journal Of Communication, 13, 18. https://ijoc.org/index.php/ijoc/article/view/10737 

2018


  • Possler, D., Klimmt, C., & Raney, A. A. (2018). Gaming is Awesome! A Theoretical Model on Cognitive Demands and the Elicitation of Awe during Video Game Play. In N. D. Bowman (Ed.), Video Games: A Medium That Demands Our Attention (pp. 74-91). Routledge.

2017


  • Link, E., Possler, D., & Möhring, W. (2017). Neue Strategien des Journalismus auf dem Prüfstand: Die Wirkung des Trends Datenjournalismus aus Rezipientensicht [New journalism strategies on trial: The effect of the trend data journalism from the recipients’ perspective]. In M. Beiler, & B. Bigl (Eds.), 100 Jahre Kommunikationswissenschaft in Deutschland – vom Spezialfach zur Integrationsdisziplin [100 years of communication science in Germany – From a specialized to an integrative discipline] (pp. 271-289). UVK.
  • Possler, D. & Link, E. (2017). Der Trend Datenjournalismus und seine Bedeutung aus medienethischer Perspektive [The trend of data journalism and its significance from the perspective of media ethics]. In I. Stapf, M. Prinzing, & A. Filipovic (Eds.), Gesellschaft ohne Diskurs? Digitaler Wandel und Journalismus aus medienethischer Perspektive [Society without discourse? Digital change and journalism from the perspective of media ethics] (pp. 103-120). Nomos.
  • Possler, D., Klimmt, C., Schlütz, D., & Walkenbach, J. (2017). A Mature Kind of Fun? Exploring Silver Gamers‘ Motivation to Play Casual Games – Results from a Large- Scale Online Survey. In J. Zhou, & G. Salvendy (Eds.), Human Aspects of IT for the Aged Population. Applications, Services and Contexts: Third International Conference, ITAP 2017, Held as Part of HCI International 2017, Vancouver, BC, Canada, July 9-14, 2017, Proceedings, Part II (pp. 280-296). Springer.

2023


  • Possler, D., Hautzer, L., Buschow, C., Scherer, H., & Schneider, B. (2015). Die Dynamik von Social TV – Themenverläufe und Aufmerksamkeitsfaktoren der Twitter-Diskussion zum Dschungelcamp [The dynamic of social TV – issue life-cycles and attention factors of the Twitter discussion about “I’m a Celebrity…Get Me Out of Here!”]. In S. Pagel (Ed.), Schnittstellen (in) der Medienökonomie [Intersections (in) the media economy] (pp. 279-300). Nomos.
  • Possler, D., Heuer, M., & Schoft, A. (2015). Social TV und Community. Eine Analyse des sozialen Verhaltens von Social-TV-Nutzern [Social TV and community. An analysis of the social behavior of Social TV users]. In C. Buschow, & B. Schneider (Eds.), Social TV in Deutschland [Social TV in Germany] (pp. 85-107). VISTAS.
  • Sowka, A., Klimmt, C., Hefner, D., Mergel, F., & Possler, D. (2015). Die Messung von Medienkompetenz. Ein Testverfahren für die Dimension „Medienkritikfähigkeit“ und die Zielgruppe „Jugendliche“ [Measuring media literacy. An empirical test instrument for critical appraisal skills regarding media use and the target group of adolescents]. Medien & Kommunikationswissenschaft, 63(1), 62-82. https://doi.org/10.5771/1615-634x-2015-1-62