References of "Melzer, André 50002377"
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See detailMoral disengagement, media preferences, and the effects of violent video games
Melzer, André UL; Happ, Christian; Steffgen, Georges UL

Scientific Conference (2014, November)

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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: 89 (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: 198 (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)

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See detailGewalthaltige Computerspiele
Happ, Christian UL; Melzer, André UL; Steffgen, Georges UL

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

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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 ▲]

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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: 54 (1 UL)
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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

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See detailThe Allure of the Forbidden: Breaking Taboos, Frustration, and Attraction to Violent Video Games
Whitaker, Jodi L.; Melzer, André UL; Steffgen, Georges UL et al

in Psychological Science : A Journal of the American Psychological Society (2013), 24(4), 507-513

Although people typically avoid engaging in antisocial or taboo behaviors, such as cheating and stealing, they may succumb in order to maximize their personal benefit. Moreover, they may be frustrated ... [more ▼]

Although people typically avoid engaging in antisocial or taboo behaviors, such as cheating and stealing, they may succumb in order to maximize their personal benefit. Moreover, they may be frustrated when the chance to commit a taboo behavior is withdrawn. The present study tested whether the desire to commit a taboo behavior, and the frustration from being denied such an opportunity, increases attraction to violent video games. Playing violent games allegedly offers an outlet for aggression prompted by frustration. In two experiments, some participants had no chance to commit a taboo behavior (cheating in Experiment 1, stealing in Experiment 2), others had a chance to commit a taboo behavior, and others had a withdrawn chance to commit a taboo behavior. Those in the latter group were most attracted to violent video games. Withdrawing the chance for participants to commit a taboo behavior increased their frustration, which in turn increased their attraction to violent video games. [less ▲]

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See detailSpielen mit Gewalt - Gewalt in digitalen Spielen
Melzer, André UL

in Gudehus, C.; Christ, M. (Eds.) Gewalt. Ein interdisziplinäres Handbuch (2013)

Detailed reference viewed: 66 (2 UL)
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See detailI love violent media, but it may harm others: Personality factors and attitudes towards violent media
Happ, Christian UL; Melzer, André UL; Dax, Ann-Kathrin et al

Scientific Conference (2012, July)

Detailed reference viewed: 85 (1 UL)
See detailIT Security. An empirical study on the willingness of people to communicate personal data
Happ, Christian UL; Melzer, André UL; Volkert, Lucien R. et al

Report (2012)

Detailed reference viewed: 96 (1 UL)
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See detailXXth ISRA World Meeting 2012 at the University of Luxembourg. Abstract Book
Scientific Program Committee and Organization Committee; Melzer, André UL

Book published by Université du Luxembourg (2012)

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See detailMacbeth and the joystick: Evidence for moral cleansing after playing a violent video game
Gollwitzer, Mario; Melzer, André UL

in Journal of Experimental Social Psychology (2012), 48

Detailed reference viewed: 317 (5 UL)