References of "Melzer, André 50002377"
     in
Bookmark and Share    
Full Text
Peer Reviewed
See detailTrick with treat – Reciprocity increases the willingness to communicate personal data
Happ, Christian; Melzer, André UL; Steffgen, Georges UL

in Computers in Human Behavior (2016)

Information security is a significant challenge for information and communication technologies (ICT). This includes withstanding attempts of social engineering aimed at manipulating people into divulging ... [more ▼]

Information security is a significant challenge for information and communication technologies (ICT). This includes withstanding attempts of social engineering aimed at manipulating people into divulging confidential information. However, many users are lacking awareness of the risks involved. In a field survey that tested reciprocal behavior in social interactions, 1208 participants were asked to reveal their personal password. In line with the social norm of reciprocity, more than one third of the participants were willing to do so when they received a small incentive. Elicitation was even more successful when the incentive was given right before asking for the password. The results, including moderating factors (e.g., age, gender), are discussed in the light of security awareness of ICT users and the mechanisms of psychological persuasion. [less ▲]

Detailed reference viewed: 6499 (54 UL)
Peer Reviewed
See detailDo moral concerns predict moral memory after playing violent video games?
Melzer, André UL

Scientific Conference (2015, May 23)

Detailed reference viewed: 77 (8 UL)
See detailHow to measure aggressive behavior in the lab?
Melzer, André UL

Presentation (2015, February 02)

Detailed reference viewed: 57 (1 UL)
See detailVideo games and their effects: the Pros and Cons of a fascinating medium.
Melzer, André UL

Presentation (2015, February 01)

Detailed reference viewed: 118 (4 UL)
Full Text
Peer Reviewed
See detailParental Mediation of Children’s Television and Video Game Use in Germany: Active and Embedded in Family Processes
Schaan, Violetta UL; Melzer, André UL

in Journal of Children and Media (2015), 9(1), 58-76

In a survey study, 158 dyads of German parents and their 9 to 12-year-old children reported on their television and video game (VG) consumption, parental mediation strategies, and family climate. Parents ... [more ▼]

In a survey study, 158 dyads of German parents and their 9 to 12-year-old children reported on their television and video game (VG) consumption, parental mediation strategies, and family climate. Parents also reported their beliefs concerning media effects. We found that mediation strategies differ from acknowledged media usage conceptions in that parents play a more active role than previously assumed. Restrictive mediation comprises rules and restrictions, but also parents’ educative explanations that media do not reflect reality. Patronizing mediation includes shared media consumption, but also parents commenting on media contents. Pointing out and emphasizing socio-emotional features in the media (e.g., empathy) characterize active-emotional co-use (AEC). Regression analyses revealed that parental fear of negative media effects predicted both AEC and restrictive mediation. Children and parents’ congruent perceptions of family interactions predicted AEC and patronizing VG mediation. Overall, positive ratings of family interactions were associated with children using media less frequently. [less ▲]

Detailed reference viewed: 247 (48 UL)
See detailMediennutzung und Medienwirkung
Melzer, André UL

in Steffgen, Georges; Michaux, Gilles; Ferring, Dieter (Eds.) Psychologie in Luxemburg. Ein Handuch. (2014)

Detailed reference viewed: 239 (2 UL)
Full Text
See detailEmpathy and Violent Video Games: Aggression and Prosocial Behavior
Happ, Christian; Melzer, André UL

Book published by Palgrave Pivot - Palgrave Studies in Cyberpsychology (2014)

The high levels of violence in video games have often been linked to an apparent decrease in empathy and increase in selfishness in Western society, yet surprisingly little research has been conducted on ... [more ▼]

The high levels of violence in video games have often been linked to an apparent decrease in empathy and increase in selfishness in Western society, yet surprisingly little research has been conducted on the role of empathy in the context of media. Through three empirical studies, this book explores the mechanisms behind moderating functions of empathy. The chapters discuss factors such as character played and players' interpretation of the character, as well as the effects of inducing empathy before playing a video game upon emotion, cognition and behaviour. The book reveals new insights that will inform the ongoing debates about the effects of violent media content. [less ▲]

Detailed reference viewed: 730 (101 UL)
See detailMoral disengagement, media preferences, and the effects of violent video games
Melzer, André UL; Happ, Christian; Steffgen, Georges UL

Scientific Conference (2014, November)

Detailed reference viewed: 83 (0 UL)
See detailMoral disengagement as a predictor of violent video game preference
Melzer, André UL; Happ, Christian; Steffgen, Georges UL

Scientific Conference (2014, May)

Detailed reference viewed: 67 (1 UL)
See detailWenn Männer plötzlich Douglas mögen: Implizite Werbewirkung am Beispiel des Novelty-Effekts für Markenlogos.
Barden, Julia; Melzer, André UL

Scientific Conference (2014, February 08)

Detailed reference viewed: 179 (0 UL)
See detailBachelor académique en Psychologie
Steffgen, Georges UL; Melzer, André UL

in Steffgen, Georges; Michaux, Gilles; Ferring, Dieter (Eds.) Psychologie in Luxemburg - Ein Handbuch (2014)

Detailed reference viewed: 63 (2 UL)
Full Text
See detailGewalthaltige Computerspiele
Happ, Christian UL; Melzer, André UL; Steffgen, Georges UL

in Porsch, T.; Pieschl, S. (Eds.) Neue Medien und deren Schatten (2014)

Detailed reference viewed: 144 (28 UL)
Full Text
Peer Reviewed
See detailLike the Good or Bad Guy—Empathy in antisocial and prosocial games
Happ, Christian UL; Melzer, André UL; Steffgen, Georges UL

in Psychology of Popular Media Culture (2014)

Evidence suggests that violent media influence users’ cognitions, affect, and behavior in a negative way, whereas prosocial media have been shown to increase the probability of prosocial behavior. In the ... [more ▼]

Evidence suggests that violent media influence users’ cognitions, affect, and behavior in a negative way, whereas prosocial media have been shown to increase the probability of prosocial behavior. In the present study, it was tested whether empathy moderates these media effects. In two experiments (N = 80 each), inducing empathy by means of a text (Study 1) or a video clip (Study 2) before playing a video game caused differential effects on cognitions and behavior depending on the nature of the subsequent video game: The induction had positive effects on participants’ behavior (i.e., decreasing antisocial and increasing prosocial behavior) after a prosocial game (Study 1), or when participants played a positive hero character in an antisocial game (Study 2). In contrast, empathy increased antisocial behavior and reduced prosocial behavior after playing a mean character in an antisocial game (Study 1 and 2). These findings call attention to the differential effects of empathy depending on game type and game character, thereby questioning the unconditional positive reputation of empathy in the context of video game research. [less ▲]

Detailed reference viewed: 290 (31 UL)
See detailThe glue of the (virtual) social world? Exploring the role of empathy in violent video games
Happ, Christian; Melzer, André UL

Scientific Conference (2014)

Detailed reference viewed: 34 (1 UL)
Full Text
Peer Reviewed
See detailSuperman vs. BAD man? - The effects of empathy and game character in violent video games
Happ, Christian UL; Melzer, André UL; Steffgen, Georges UL

in Cyberpsychology, Behavior, and Social Networking (2013), 16(10), 774-778

Detailed reference viewed: 254 (9 UL)