Publications
Bryant, J., & Vorderer, P. (Eds.). (2006). Psychology of entertainment. Mahwah, NJ: Lawrence Erlbaum Associates.
Vorderer, P., Steen, F., & Chan, E. (2006). Motivation. In J. Bryant, & P. Vorderer (Eds.). Psychology of entertainment. Mahwah, NJ: Lawrence Erlbaum Associates.
Vorderer, P., & Bryant, J. (Eds.). (2006). Playing computer games – Motives, responses, and consequences. Mahwah, NJ: Lawrence Erlbaum Associates.
Chan, E., & Vorderer, P. (2006). Massively multiplayer online games. In P. Vorderer, & J. Bryant (Eds.), Playing computer games – Motives, responses, and consequences (pp. 77-88). Mahwah, NJ: Lawrence Erlbaum Associates.
Lee, K. M., Jin, S. A., & Park, N. (2006). Narrative and interactivity in computer games. In P. Vorderer, & J. Bryant (Eds.), Playing computer games – Motives, responses, and consequences (pp. 259-274). Mahwah, NJ: Lawrence Erlbaum Associates.
Lee, K. M., & Peng, W. (2006). What do we know about social and psychological effects of computer games? In P. Vorderer, & J. Bryant (Eds.). Playing computer games – Motives, responses, and consequences (pp. 325-345). Mahwah, NJ: Lawrence Erlbaum Associates.
Lowood, H. (2006). A brief biography of computer game studies. In P. Vorderer, & J. Bryant (Eds.), Playing computer games – Motives, responses, and consequences (pp. 25-41). Mahwah, NJ: Lawrence Erlbaum Associates.
Ritterfeld, U., & Weber, R. (2006). Video games for entertainment and education. In P. Vorderer, & J. Bryant (Eds.), Playing computer games - Motives, responses, and consequences (pp. 399-413). Mahwah, NJ: Lawrence Erlbaum.
Smith, S. (2006). Contents of computer games II. In P. Vorderer, & J. Bryant, (Eds.), Playing computer games – Motives, responses, and consequences. Mahwah, NJ: Lawrence Erlbaum Associates.
Vorderer, P., Bryant, J., Weber, R., & Pieper, K. (2006). Playing computer games as entertainment. In P. Vorderer, & J. Bryant (Eds.), Playing computer games – Motives, responses, and consequences (pp. 1-7). Mahwah, NJ: Lawrence Erlbaum Associates.
Weber, R., Ritterfeld, U., & Kostygina, A. (2006). Aggression and hostility as effects of playing violent games. In P. Vorderer, & J. Bryant (Eds.), Playing computer games - Motives, responses, and consequences (pp. 347-361). Mahwah, NJ: Lawrence Erlbaum Associates.
Lee, K. M. (2004). Why presence occurs: Evolutionary psychology, media equation, and presence. Presence: Teleoperators and Virtual Environments, 13, 494-505.
Lee, K. M. (2004). Presence, Explicated. Communication Theory, 14, 27-50.
Lee, K. M., & Jung, Y. (2005). Evolutionary nature of virtual experience. Journal of Cultural and Evolutionary Psychology, 3(2), 161-180.
Miller, L. C., & Read, S. J. (2005). Virtual sex: Creating environments for reducing risky sex. In S. Cohen, K. Portnoy, D. Rehberger, & C. Thorsen (Eds.), Virtual decisions: Digital simulations for teaching reasoning in the social sciences and humanities. Mahwah, NJ: Lawrence Erlbaum Associates.
Ritterfeld, U., Klimmt, C., Vorderer, P., & Steinhilper, L. (2005). The effects of a narrative audio tape on preschoolers’ attention and entertainment experience. Media Psychology, 7, 47-72.
Ritterfeld, U., Weber, R., Fernandes, S., & Vorderer, P. (2004). Think science! Entertainment education in interactive theaters. Computers in Entertainment: Educating Children through Entertainment, 2/1, http://doi.acm.org/10.1145/973801.973819.
Vorderer, P., Böcking, S., Klimmt, C., & Ritterfeld, U. (2006). What makes preschoolers listen to narrative audio tapes? Zeitschrift für Medienpsychologie, 18, 9-18.
Vorderer, P., Klimmt, C., & Ritterfeld, U. (2004). Enjoyment: At the heart of media entertainment. Communication Theory, 4, 388-408.
Weber, R., Ritterfeld, U., & Mathiak, K. (2006). Does playing violent video games induce aggression? Empirical evidence of a functional magnetic resonance imaging study. Media Psychology, 1, 39-60.
In Press
Lee, K. M. (2004). Why presence occurs: Evolutionary psychology, media equation, and presence. Presence: Teleoperators and Virtual Environments, 13, 494-505.
Lee, K. M., & Nass, C. (in press). Social-psychological origins of feelings of presence: Creating social presence with machine-generated voices. Media Psychology, 7, 31-45.
Vorderer, P., Hartmann, T., & Klimmt, C. (in press). Explaining the enjoyment of playing video games: The role of competition. Proceedings of the 2nd International Conference on Entertainment Computing (ICEC).
Under Review
Lee, K. M., Jin, S. A., Park, N., & Kang, S. (n.d.). Effects of narrative on feelings of presence in computer-game playing. Communication Research.
Smith, S. (n.d.). Relationship between video game violence and economic success.
Wirth, W., Hartmann, T., Böcking, S., Vorderer, P., Klimmt, C., Schramm, H., Saari, T., Laarni, J., Ravaja, N., Ribeiro Gouveia, F., Biocca, F., Sacau, A., Jäncke, L., Baumgartner, T., & Jäncke, P. (n.d.). Constructing presence: A two-level model of the formation of spatial presence experiences.