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See detailBringing empathy into play: On the effects of empathy in violent and nonviolent video games
Happ, Christian UL; Melzer, André UL; Steffgen, Georges UL

in Anacleto, J.L.; Fels, S.; Graham, N. (Eds.) et al Entertainment Computing - ICEC 2011: 10th International Conference, ICEC 2011, Vancouver, BC, Canada, October 5-8, 2011, 6972 (2011)

While violent media has adverse effects on cognition, emotion and behavior, prosocial content promotes these variables in a prosocial way. Greater individual levels of empathy as well as increasing the ... [more ▼]

While violent media has adverse effects on cognition, emotion and behavior, prosocial content promotes these variables in a prosocial way. Greater individual levels of empathy as well as increasing the level of empathy in media content typically foster prosocial behavior and reduce aggression. Two experiments replicated game content findings, and also showed that inducing empathy prior to a video game had a positive influence on behavior. However, under certain circumstances, inducing empathy before playing a violent video game may even have negative effects on behavior. As empathy is a common tool in prevention programs, the implications of these findings are discussed. [less ▲]

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See detailAre cyber bullies less empathic? Adolescents' cyber bullying behavior and empathic responsiveness
Steffgen, Georges UL; Pfetsch, Jan UL; König, Andreas UL et al

in Cyberpsychology, Behavior, and Social Networking (2011), 14(11), 643-648

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See detailZAP
Melzer, André UL; Donoso, Véronica

Report (2011)

Detailed reference viewed: 52 (1 UL)
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See detailViolence for the masses: The impact of violence in electronic mass media
Melzer, André UL; Happ, Christian UL; Steffgen, Georges UL

in Herzog-Evans, Martine (Ed.) Transnational criminology manual (2010)

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See detailClick or strike: Realistic versus standard game controls in violent video games and their effects on aggression
Melzer, André UL; Derks, I.; Heydekorn, J. et al

in In H. S. Yang et al. (Eds.), ICEC 2010, LNCS 6243. pp. 171-182. Berlin, Heidelberg: Springer (2010)

The motion detection technology used in innovative game controlling devices like the Nintendo Wii-Remote® provides experiences of realistic and immersive game play. In the present study (N=62) it was ... [more ▼]

The motion detection technology used in innovative game controlling devices like the Nintendo Wii-Remote® provides experiences of realistic and immersive game play. In the present study (N=62) it was tested whether this technology may also provoke stronger aggression-related effects than standard forms of interaction (i.e., keyboard and mouse). With the aid of a gesture recognition algorithm, a violent action role-playing game was developed to compare different modes of interaction within an otherwise identical game environment. In the Embodied Gestures condition participants performed realistic striking movements that caused the virtual character to attack and kill other in-game characters with a club or sword. In the Standard Interaction condition attacks resulted from simple mouse clicks. After the game session, participants showed a similar increase in negative feelings in both groups. When provided with ambiguous scenarios, however, participants in the Embodied Gestures condition tended to show more hostile cognitions (i.e., anger) than the Standard Interaction group. Results further corroborate the complexity of aggression-related effects in violent video games, especially with respect to situational factors like realistic game controls. [less ▲]

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See detailAudioworld: A spatial audio tool for acoustic and cognitive learning
Melzer, André UL; Kindsmüller, M. C.; Herczeg, M.

in In R. Nordahl et al. (Eds.), HAID 2010, LNCS 6306, pp. 46–54. (2010)

The present paper introduces Audioworld, a novel game-like application for goal-oriented computer-supported learning (CSL). In Audioworld, participants localize sound emitting objects depending on their ... [more ▼]

The present paper introduces Audioworld, a novel game-like application for goal-oriented computer-supported learning (CSL). In Audioworld, participants localize sound emitting objects depending on their spatial position. Audioworld serves as a flexible low cost test bed for a broad range of human cognitive functions. This comprises the systematic training of spatial navigation and localization skills, but also of verbal skills and phonetic knowledge known to be essential in grammar literacy, for example. The general applicability of Audioworld was confirmed in a pilot study: users rated the overall application concept novel, entertaining, and rewarding. [less ▲]

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See detailEffects of traditional bullying and empathy on cyberbullying
Steffgen, Georges UL; Pfetsch, Jan; König, Andreas UL et al

in Proceedings of the XIV European Conference on Developmental Psychology ECDP. (2010)

Detailed reference viewed: 115 (9 UL)