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Dr. Johannes Breuer

Post-doc Media- and Communication Psychology
Further information: Professorship for Media- and Communication Psychology
Further personal Information
Consultation hour: By appointment via johannes.breuer1@uni-koeln.de
Room: 2A22
Adress: Richard-Strauss-Str 2 50931 Köln
Phone: +49 221/470-6512
Fax: +49 221/470-5299
E-Mail: johannes.breuer1@uni-koeln.de
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Curriculum Vitae

Education

  • 2013: PhD in psychology at the University of Cologne
  • 2002-2007: Media studies (media psychology and cultural studies), University of Cologne, degree: Diplom (equivalent to MA)

Work experience /projects & positions

  • Since April 2015: Post-doctoral researcher at the Knowledge Media Research Center in Tübingen (Prof. Dr. S. Utz), ERC-funded project ReDefTie (Redefining tie strength: How social media (can) help us to get nonredundant useful information and emotional support)
  • Since October 2014: Post-doctoral researcher at the University of Cologne, Chair of Media and Communication Psychology (Prof. Dr. G. Bente)
  • 2012-2014: Research associate at the University of Münster, Department of Communication (Prof. Dr. T. Quandt), ERC-funded project SOFOGA (The social fabric of virtual life: A longitudinal multi-method study on the social foundations of online gaming)
  • 2010-2012: Research associate at the University of Hohenheim, Chair of Communication Studies; esp. Interactive Media and Online Communication (Prof. Dr. T. Quandt), ERC-funded project SOFOGA (The social fabric of virtual life: A longitudinal multi-method study on the social foundations of online gaming)
  • 2007-2010: Research associate at the University of Cologne, Social and Media Psychology (Prof. Dr. G. Bente), EU-funded project PASION (Psychologically Augmented Social Interaction Over Networks)

Research interests

  • Use and effects of digital games
  • Learning with new media
  • Methods of media effects research

 

Publications

Peer-reviewed journal papers

Breuer, J., Velez, J., Bowman, J., Wulf, T., & Bente, G. (in press)."Drive the lane; together, hard!": An examination of the effects of supportive co-playing, and task difficulty on prosocial behavior. Journal of Media Psychology. 

Domahidi, E., Breuer, J., Kowert, R., Festl, R., & Quandt, T. (2016). A longitudinal analysis of gaming- and non-gaming-relatedfriendships and social support among social online game players. Media Psychology. Advance online publication. doi: 10.1080/15213269.2016.1257393

Utz,S., & Breuer, J. (2016). Informational benefits from social media use for professional purposes: Results from a longitudinal study. Cyberpsychology: Journal of Psychosocial Research on Cyberspace, 10(4), article 3. doi: 10.5817/CP2016-4-3

De Grove, F., Breuer, J., Chen, V., Quandt, T., & Van Looy, J. (2016). Validating the Digital Games Motivation Scale for comparative research between countries. Communication Research Reports, 34(1), 37-47. doi: 10.1080/08824096.2016.1250070

Breuer, J., Kowert, R., Festl, R., & Quandt, T. (2015). Sexist games = sexist gamers? A longitudinal study on the relationship between videogame use and sexist attitudes. Cyberpsychology, Behavior, and Social Networking, 18(4), 197-202. doi: 10.1089/cyber.2014.0492  

Breuer, J., Vogelgesang, J., Quandt, T., & Festl, R. (2015). Violent Video Games and Physical Aggression: Evidence for a Selection Effect Among Adolescents. Psychology of Popular Media Culture, 4(4), 305-328. doi: 10.1037/ppm0000035

Breuer, J., Scharkow, M., & Quandt, T. (2014). Tunnel vision or desensitization? The effect of interactivity and frequency ofuse on the perception and evaluation of violence in digital games. Journal of Media Psychology, 26(4), 176-188. doi: 10.1027/1864-1105/a000122

Breuer, J., Festl, R., & Quandt, T. (2014). Aggression and Preference for First-Person Shooter and Action Games: Data From a Large-Scale Survey of German Gamers Aged 14 and Above. Communication Research Reports, 31(2), 183-196. doi: 10.1080/08824096.2014.907146

Elson, M., Breuer, J., Ivory, J., & Quandt, T. (2014). More Than Stories With Buttons: Narrative, Mechanics, and Context as Determinants of Player Experience in Digital Games. Journal of Communication, 64(3), 521-542. doi: 10.1111/jcom.12096

Elson, M., Mohseni, M. R., Breuer, J., Scharkow, M., & Quandt,T. (2014). Press CRTT to measure aggressive behavior: The unstandardized use of the Competitive Reaction Time Task in aggression research. Psychological Assessment, 26(2), 419-432. doi: 10.1037/a0035569

Breuer, J., Scharkow, M., & Quandt, T. (2013). Sore Losers? A Reexamination of the Frustration–Aggression Hypothesis for Colocated Video Game Play. Psychology of Popular Media Culture, 4(2), 126-137. doi:10.1037/ppm0000020

Elson, M., Breuer, J., Kneer, J., Quandt, T. & Van Looy, J. (2013). Comparing apples and oranges? Evidence for pace of action as a confound in research on digital games and aggression. Psychology of Popular Media Culture, 4(2), 112-125. doi: 10.1037/ppm0000010.

Quandt, T., Breuer, J., Festl, R. & Scharkow, M. (2013). Digitale Spiele: Stabile Nutzung in einem dyna­mischen Markt. Langzeitstudie GameStat: Repräsentativbefragungen zu digitalen Spielen in Deutschland 2010 bis 2013. Media Perspektiven,10/2013, 483-492.

Breuer, J., Festl, R.,& Quandt, T. (2012). Digital War: An empirical analysis of narrative elements in military first-person shooters. Journal of Gaming and Virtual Worlds, 4(3), 215-237, doi: 10.1386/jgvw.4.3.215_1

Breuer, J., & Bente, G. (2010). Why so serious? On the relation of serious games and learningEludamos. Journal for Computer Game Culture, 4(1),7-24.

 

Book chapters

Breuer, J. (inpress). R (software). In J. Matthes (Ed.), International Encyclopedia of Communication Research Methods. Hoboken:John Wiley & Sons.

Breuer, J., & Elson, M. (in press).Frustration-aggression theory. In P. Sturmey (Ed.), The Wiley Handbook of Violence and Aggression. Hoboken: John Wiley & Sons.

Breuer, J.,Elson, M., Pietschmann, D., & Liebold, B. (in press). Spectator Mode:Forschungsethische Fragen bei der Beobachtung von Computerspielern. In J.Vogelgesang, J. Matthes, C. Schieb, & T. Quandt (Eds.), Beobachtungsverfahren in der Kommunikationswissenschaft.Methoden und Forschungslogik in der Kommunikationswissenschaft, 10. Köln:Herbert von Halem Verlag.  

Breuer, J., & Quandt, T. (2016). Wer spielt was auf welchem Gerät mit wem mit welchem Effekt? Videospiele aus Sicht der Kommunikationswissenschaft. In K. Dadaczynski, S. Schiemann & P. Paulus (Eds.), Gesundheit spielend fördern. Potenziale und Herausforderungen von digitalen Spieleanwendungen für die Gesundheitsförderung und Prävention (pp. 76-97). Weinheim: Beltz Juventa.

Breuer, J., & Elson, M. (2014). Lernwerkzeug, Suchtmittel oder doch nur ein Spiel? Über die Wirkung von Computer- und Videospielen auf ihre Nutzer/-innen. In S. Bischoff, A. Büsch, G. Geiger, L. Harles, & P. Holnick (Eds.),  Was wird hier gespielt? Computerspiele in Familie 2020 (pp. 45-68). Leverkusen: Verlag Barbara Budrich.

Breuer, J. & Quandt, T. (2014). Methodische Herausforderungen bei der Inhaltsanalyse von Computer- und Videospielen. In K. Sommer, M. Wettstein, W. Wirth, & J. Matthes (Eds.), Automatisierung in der Inhaltsanalyse. Methoden und Forschungslogik in der Kommunikationswissenschaft, 11 (pp. 145-161). Köln: Herbert von Halem Verlag.

Elson, M., Breuer, J.,& Quandt, T. (2014). Know Thy Player: An Integrated Model of Player Experience for Digital Games Research. In M.C. Angelides & H. Agius (Eds.), Handbook of Digital Games (pp. 362-387). Hoboken, NJ: Wiley.

Elson, M., & Breuer, J. (2013). Isolated violence, isolated players, isolated aggression.The social realism of experimental research on digital games and aggression. In T. Quandt & S. Kröger (Eds.), Multiplayer.The social aspects of digital gaming (pp. 226-233). London: Routledge.

Quandt, T. & Breuer, J. (2013). Public Awareness und Lernnutzen durch Anno 2070 & Co. Von den Wirkungen digitaler Spiele auf das Umweltbewusstsein. In C. P. Hutter & K. Blessing (Eds.), 
Umweltbildung. Basis für ökologisch-ökonomische Zukunftssicherung (Beiträge der Akademie für Natur- und Umweltschutz Baden-Württemberg, Bd. 53) (pp. 128-137). Stuttgart: Wissenschaftliche Verlagsgesellschaft.

Breuer, J. (2012): Broccoli-coated chocolate? The educational potential of entertainment games. In W. Kaminski & M. Lorber (Eds.),Gamebased Learning (pp. 87-96). München: kopaed.

Breuer, J., & Trixa, J. (2012). 11.000 Freunde müsst ihr sein -Fanbeteiligung und Crowdsourcing im Internet am Beispiel von deinfussballclub.de. In C. Brandt, F. Hertel, & C. Stassek (Eds.), Gesellschaftsspiel Fußball. Eine sozialwissenschaftliche Annäherung (pp. 227-248). Wiesbaden: VS Verlag für Sozialwissenschaften.

Kröger, S., & Breuer, J. (2011). Exploring(digital) space - Der Einsatz von Unterhaltungsspielen in der Schule am Beispiel von Moonbase Alpha im Physikunterricht. In A. Winter (Ed.), Spielen und Erleben mit digitalen Medien. Pädagogische Konzepte und praktische Anleitungen (pp. 123-146). München: Reinhardt Verlag.

Breuer, J., Festl, R., & Quandt, T. (2010). Spielen und Leben in virtuellen Welten. Forschungsergebnisse zur Nutzung von Online-Games.In W. Kaminski & M. Lorber (Eds.), Computerspiele: Medien und mehr (pp.147-172). München: kopaed.

Vohwinkel, K., Breuer, J., & Bente, G. (2010). Measuring Playability. Entwicklung eines Instruments zur Evaluation von Computerspielen. In C. Swertz & M. Wagner (Eds.), GamePlaySociety. Contributions to contemporary Computer Game Studies (pp. 55-63). München:kopaed.

Breuer, J. (2009). Mittendrin statt nur dabei. Die Interaktivität des Dispositivs Computerspiel und ihre Auswirkungen auf die Spieler. In M. Mosel (Ed.), Gefangen im Flow? Ästhetik und dispositive Strukturen von Computerspielen (pp. 181-212). Boizenburg: Verlag Werner Hülsbusch.

Bente, G., & Breuer, J. (2009). Making the implicit explicit. Embedded measurement in serious games. In U. Ritterfeld, M. Cody, & P. Vorderer (Eds.), Serious Games. Mechanisms and Effects (pp. 322-343). New York/London: Routledge.

 

Other publications

Breuer, J. (2016). Spielst Du noch oder lernst Du schon? Bundeszentrale für politische Bildung.

Breuer, J.(2016). Der Ernst des Spielens – Serious Games und (Digital) Game- Based Learning. Themenheft „Neue Medien alsArbeitsmethode in Jugendwerkstätten und Pro-Aktiv-Centren“der Landesarbeitsgemeinschaft der Jugendsozialarbeit in Niedersachsen, 2/2016, 3-12.

Elson, M., Breuer, J., Magraw-Mickelson, Z., & Gollwitzer, M. (2016). Data Management in Psychological Science: Specification of the DFG Guidelines [Translation of: Schönbrodt, F., Gollwitzer, M., & Abele-Brehm, A. (2016). Der Umgang mit Forschungsdaten im Fach Psychologie: Konkretisierung der DFG-Leitlinien].

Elson, M., Breuer, J., & Quandt, T. (2014). Gewalt erzeugt Mediengewalt - oder umgekehrt? Über den Zusammenhang von Aggression und der Nutzung digitaler Spiele. In-Mind: The Inquisitive Mind, 3/2014.

Breuer, J. (2011). Spielend lernen? Eine Bestandsaufnahme zum (Digital) Game-Based Learning. LfM-Dokumentation Band 41. Landesanstalt für Medien NRW. http://www.lfm-nrw.de/fileadmin/lfm-nrw/Publikationen-Download/Doku41-Spielend-Lernen.pdf

 

Selected recent conference presentations (2013-2016)

Breuer,J., Bowman, N. D., Kieslich, K., Elson, M., Kowert, R., Kneer, J., Quandt, T., Lange, A., & Lange, R. (2016, June). GrandTheft Morals: The role of cultural differences and moral views for the evaluation of violent and sexual content in video games. Paper presented at the ICA Game Studies Division Preconference "Just Games?" Tokio: Japan.

DeGrove, F., Breuer, J., Chen. V., Ratan, R., Quandt, T., & Van Looy, J. (2016, June). Validating the Digital Games Motivation Scale for comparative research between countries and sexes. Paper presented at the 66th Annual International Communication Association Conference, Fukuoka, Japan.

Domahidi,E., Breuer, J., Kowert, R., Festl, R., & Quandt, T. (2016, June). A Longitudinal Analysis of Gaming- and Non-Gaming-Related Friendships and Social Support Among Social Online Game Players. Paper presented at the 66th Annual International Communication Association Conference, Fukuoka, Japan.

Ratan,R., Chen, V., De Grove, F., Breuer, J., Quandt, T., & Van Looy, J. (2016, June). Play Inequality: A cross-national comparison of gender differences in attitudes about gaming experiences. Paper presented at the ICA Game Studies Division Preconference "Just Games?" Tokio: Japan.

Utz,S., & Breuer, J. (2016, June). Informational benefits from professional social media use: results from a longitudinal study. Paper presented at the 66th Annual International Communication Association Conference, Fukuoka, Japan.

Wulf,T., Rieger, D., Breuer, J., & Bente, G. (2016, June). United we spend, divided we brawl? The influence of players' interdependence on need satisfaction and charitable behavior. Paper presented at the ICA Game Studies Division Preconference "Just Games?" Tokio: Japan.

Trixa, J., & Breuer, J. (2015, September). Ordnung ist die halbe Forschung: Von Selbstorganisation zur offenen und reproduzierbaren Wissenschaft. Paper presented at the Jahrestagung 2015 der FG Methoden der DGPuK, Stuttgart, Germany.

Breuer, J., Elson, M., Kieslich, K., Bowman, N., Kowert, R., Quandt, T.,Lange, A., & Lange, R. (2015, September). Moral Kombat - Moral foundations and the evaluation of violent and sexual content in video games. Paper presented at the 9th Conference of the Media Psychology Division, Tübingen, Germany.

Breuer, J., Elson, M., & Quandt, T. (2015, August). Game, set, snatch? The effects of game mode and outcome in a console sports game on cooperative behavior. Paper presented at the American Psychological Association 2015 Convention, Toronto, Canada.

Breuer, J., & Elson, M. (2015, May). Fear Play: Probing the emotional and behavioral effects of horror games. Paper presented at the 65th Annual Conference of the International Communication Association, San Juan, Puerto Rico.

Breuer, J., Vogelgesang, J., Quandt, T., & Festl., R. (2014, September). Medieneffekt, Selektionseffekt oder Abwärtsspirale? Eine Längsschnittstudie zum Zusammenhang zwischen Computerspielnutzung und physischer Aggression bei Jugendlichen und jungen Erwachsenen. Paper presented at the 49th Congress of the German Psychological Society (DGPs), Bochum, Germany.

Kowert, R., Breuer, J., Festl, R., & Quandt, T. (2014, August). Sexism and the gender divide within the video game playing community. Paper presented at Multi.Player 2, Münster, Germany.

Elson, M., Breuer, J.,Scharkow, M., & Quandt, T. (2014, May). Digital games and frustration: Effects on aggression and cooperative behavior. Paper presented at the 64th Annual Conference of the International Communication Association, Seattle, USA.

Breuer, J., Elson, M., & Quandt, T. (2013, September). Mirror or projection screen? Avatar creation and identification in computer role-playing games. Poster presented at the 8th Conference of the Media Psychology Divison of the German Psychological Society (DGPs),Würzburg, Germany.

Breuer, J., Scharkow, M., & Quandt, T. (2013, July). The perception and evaluation of violence in digital games – tunnel vision or desensitization? Paper presented at the 63rd Annual Conference of the International Communication Association, London, UK.