Tim Wulf
Biographic Data
| ID | 129716 |
|---|---|
| NAME | Tim Wulf |
| GIVEN NAMES | Tim |
| FAMILY NAME | Wulf |
| SIGNATURE | WULF T |
| AFFILIATIONS | LMU Klinikum |
| ORCID | 0000-0002-2671-5106 |
| VERIFIED | Yes |
| TOTAL WORKS | 19 |
| TOTAL CITATIONS | 40 |
| AUTHOR COUNT | 19 |
| EDITOR COUNT | 0 |
| FIRST PUBLICATION YEAR | 2014 |
| LATEST PUBLICATION YEAR | 2026 |
| H-INDEX | 3 |
Unraveling the pinkwashing discourse on X and Instagram
The (perceived) appropriation of social issues for promotional purposes, without translating that awareness and support into real social change, is a growing trend in marketing and is widely discussed under the term ‘washing’ practice. This paper examines the discourses associated with the term pinkwashing and explores the networks, sentiments, and persuasive aspects of this concept. We take an exploratory and descriptive approach to examine this…
Interactive decision-making in entertainment movies
That bygone feeling
Escaping the pandemic present
Data and supplementary materials files for the manuscript “Escaping the pandemic present: The relationship between nostalgic media use, escapism, and well-being during the COVID-19 pandemic" accepted for publication in Psychology of Popular Media
Same Gaming
Introduction Existing research has focused on sex and gender to explain video games playing motivations and enjoyment. This study investigated gender traits and sexual orientation to further explain why people play games and what leads to gaming enjoyment. Methods Participants ( N = 198) answered questions on gender traits (positive/negative feminity/masculinity), gaming motivations, enjoyment, sexual orientation (32.0% of the sample belonged to …
Finding gold at the end of the rainbowflag? Claim vagueness and presence of emotional imagery as factors to perceive rainbowwashing
Companies increasingly take a stance for the LGBTQIA* community. However, consumers often criticize the appropriation of this support for economic reasons, also called rainbowwashing. Building upon corporate hypocrisy and greenwashing research, we investigate under which circumstances participants perceive an ad as rainbowwashing in two experiments. In Study 1, we test the effects of claims (vague vs. concrete vs. no claim) and emotional imagery …
Selling stories of social justice. How consumers react to and learn from social ads
Advertising strategies are constantly changing and today, companies often take a position regarding current social topics in their advertis-ing messages. With two experimental studies using actual ads, we explore how people react to and learn from social ads regarding particular social issues they tackle. With the first study, we examine whether an ad that deals with modern sexism raises awareness about this issue and whether it performs more eff…
Exploring Viewers' Experiences of Parasocial Interactions with Videogame Streamers on Twitch
Research on parasocial interaction (PSI) has a long tradition in noninteractive environments such as watching TV or listening to radio speakers. In the past years, researchers have started to apply PSI on videogame streaming environments, where the audience can interact with the observed media persona and get immediate feedback on their messages and requests. In a 3 × 2 online experiment (N = 251), we manipulated how a streamer addressed particip…
From cognitive overload to digital detox
The Dark Side of Inspirational Pasts
In recent years, research found that populism employed a new strategy by using nostalgia, a sentimental longing for the past, as a communication tool to persuade citizens to support their political agendas. In populist campaigns, nostalgia is used to affectively link (alleged) crises with longing for a cherished past. In this article, we applied a mixed-methods approach to understand how populists exploit nostalgia in their communication and how …
Two sides of the same coin? The persuasiveness of one-sided vs. two-sided narratives in the context of radicalization prevention
Societal organizations aim at challenging online extremist messages by counterposing with different narratives such as alternative narratives (one-sided narrative) and counter-narratives (two-sided narratives). The current study examined which type of narrative is more efficient in changing attitudes accounting for narrative involvement and reactance regarding the narrative. We employed a 2(one-sided vs. two-sided narrative) × 2 (ease of identifi…
Once upon a game
New Formats, New Methods
The rise of new technologies and platforms, such as mobile devices and streaming services, has substantially changed the media entertainment landscape and continues to do so. Since its subject of study is changing constantly and rapidly, research on media entertainment has to be quick to adapt. This need to quickly react and adapt not only relates to the questions researchers need to ask but also to the methods they need to employ to answer those…
Being a kid again
This research investigates the augmented-reality smartphone game Pokémon Go and proposes that nostalgia is one particular reason for the game’s popularity and success. We propose that nostalgia acts as both a precursor to individuals’ desire to play the game, and a variable that predicts entertainment experiences and well-being while using the game. Two studies investigate these predictions. Study 1 was conducted in Germany before the game’s rele…
Watching Players
Video game streaming platforms have reached high popularity within the last years. As one of these popular platforms, Twitch provides users with the opportunity to participate in several gaming situations: They can simultaneously watch in-game actions, the streamer playing the game, and additionally, they can interact with the streamer and other viewers by using the chat. In an online survey, the current study explored how individuals ( N = 548) …
Harder, Better, Faster, Stronger? The Relationship between Cognitive Task Demands in Video Games and Recovery Experiences
Research has repeatedly demonstrated that the use of interactive media is associated with recovery experiences, suggesting that engaging with media can help people to alleviate stress and restore mental and physical resources. Video games, in particular, have been shown to fulfil various aspects of recovery, not least due to their ability to elicit feelings of mastery and control. However, little is known about the role of cognitive task demand (…
Running Head
This article conceptually integrates research on the experience of nostalgia—defined as a predominantly positive, social, and past-oriented emotion—into the fold of video game research. We emphasize the role of nostalgia as an explanation for contemporary retro gaming trends, and suggest that nostalgia towards gaming events is a necessary area of research. To those ends, we broadly review existing literature on nostalgia before specifically focus…
Blissed by the past
Eating ghosts
Mood repair is a well-established function of media usage implying distraction from negative mood and the modification of unpleasant arousal states. Recent studies have found interactive media, in particular computer games, to be more effective in repairing mood than noninteractive media. It has been suggested that this is due to the higher task demand of interactive media distracting the players from negative feelings. Yet interactive media have…
Watching Players
Video game streaming platforms have reached high popularity within the last years. As one of these popular platforms, Twitch provides users with the opportunity to participate in several gaming situations: They can simultaneously watch in-game actions, the streamer playing the game, and additionally, they can interact with the streamer and other viewers by using the chat. In an online survey, the current study explored how individuals ( N = 548) …
Eating ghosts
Mood repair is a well-established function of media usage implying distraction from negative mood and the modification of unpleasant arousal states. Recent studies have found interactive media, in particular computer games, to be more effective in repairing mood than noninteractive media. It has been suggested that this is due to the higher task demand of interactive media distracting the players from negative feelings. Yet interactive media have…
Blissed by the past
Being a kid again
This research investigates the augmented-reality smartphone game Pokémon Go and proposes that nostalgia is one particular reason for the game’s popularity and success. We propose that nostalgia acts as both a precursor to individuals’ desire to play the game, and a variable that predicts entertainment experiences and well-being while using the game. Two studies investigate these predictions. Study 1 was conducted in Germany before the game’s rele…
Two sides of the same coin? The persuasiveness of one-sided vs. two-sided narratives in the context of radicalization prevention
Societal organizations aim at challenging online extremist messages by counterposing with different narratives such as alternative narratives (one-sided narrative) and counter-narratives (two-sided narratives). The current study examined which type of narrative is more efficient in changing attitudes accounting for narrative involvement and reactance regarding the narrative. We employed a 2(one-sided vs. two-sided narrative) × 2 (ease of identifi…
Eating ghosts
Mood repair is a well-established function of media usage implying distraction from negative mood and the modification of unpleasant arousal states. Recent studies have found interactive media, in particular computer games, to be more effective in repairing mood than noninteractive media. It has been suggested that this is due to the higher task demand of interactive media distracting the players from negative feelings. Yet interactive media have…
Running Head
This article conceptually integrates research on the experience of nostalgia—defined as a predominantly positive, social, and past-oriented emotion—into the fold of video game research. We emphasize the role of nostalgia as an explanation for contemporary retro gaming trends, and suggest that nostalgia towards gaming events is a necessary area of research. To those ends, we broadly review existing literature on nostalgia before specifically focus…
Blissed by the past
Harder, Better, Faster, Stronger? The Relationship between Cognitive Task Demands in Video Games and Recovery Experiences
Research has repeatedly demonstrated that the use of interactive media is associated with recovery experiences, suggesting that engaging with media can help people to alleviate stress and restore mental and physical resources. Video games, in particular, have been shown to fulfil various aspects of recovery, not least due to their ability to elicit feelings of mastery and control. However, little is known about the role of cognitive task demand (…
Once upon a game
New Formats, New Methods
The rise of new technologies and platforms, such as mobile devices and streaming services, has substantially changed the media entertainment landscape and continues to do so. Since its subject of study is changing constantly and rapidly, research on media entertainment has to be quick to adapt. This need to quickly react and adapt not only relates to the questions researchers need to ask but also to the methods they need to employ to answer those…
Being a kid again
This research investigates the augmented-reality smartphone game Pokémon Go and proposes that nostalgia is one particular reason for the game’s popularity and success. We propose that nostalgia acts as both a precursor to individuals’ desire to play the game, and a variable that predicts entertainment experiences and well-being while using the game. Two studies investigate these predictions. Study 1 was conducted in Germany before the game’s rele…
Watching Players
Video game streaming platforms have reached high popularity within the last years. As one of these popular platforms, Twitch provides users with the opportunity to participate in several gaming situations: They can simultaneously watch in-game actions, the streamer playing the game, and additionally, they can interact with the streamer and other viewers by using the chat. In an online survey, the current study explored how individuals ( N = 548) …
Exploring Viewers' Experiences of Parasocial Interactions with Videogame Streamers on Twitch
Research on parasocial interaction (PSI) has a long tradition in noninteractive environments such as watching TV or listening to radio speakers. In the past years, researchers have started to apply PSI on videogame streaming environments, where the audience can interact with the observed media persona and get immediate feedback on their messages and requests. In a 3 × 2 online experiment (N = 251), we manipulated how a streamer addressed particip…
From cognitive overload to digital detox
The Dark Side of Inspirational Pasts
In recent years, research found that populism employed a new strategy by using nostalgia, a sentimental longing for the past, as a communication tool to persuade citizens to support their political agendas. In populist campaigns, nostalgia is used to affectively link (alleged) crises with longing for a cherished past. In this article, we applied a mixed-methods approach to understand how populists exploit nostalgia in their communication and how …
Two sides of the same coin? The persuasiveness of one-sided vs. two-sided narratives in the context of radicalization prevention
Societal organizations aim at challenging online extremist messages by counterposing with different narratives such as alternative narratives (one-sided narrative) and counter-narratives (two-sided narratives). The current study examined which type of narrative is more efficient in changing attitudes accounting for narrative involvement and reactance regarding the narrative. We employed a 2(one-sided vs. two-sided narrative) × 2 (ease of identifi…
Escaping the pandemic present
Data and supplementary materials files for the manuscript “Escaping the pandemic present: The relationship between nostalgic media use, escapism, and well-being during the COVID-19 pandemic" accepted for publication in Psychology of Popular Media
Same Gaming
Introduction Existing research has focused on sex and gender to explain video games playing motivations and enjoyment. This study investigated gender traits and sexual orientation to further explain why people play games and what leads to gaming enjoyment. Methods Participants ( N = 198) answered questions on gender traits (positive/negative feminity/masculinity), gaming motivations, enjoyment, sexual orientation (32.0% of the sample belonged to …
Finding gold at the end of the rainbowflag? Claim vagueness and presence of emotional imagery as factors to perceive rainbowwashing
Companies increasingly take a stance for the LGBTQIA* community. However, consumers often criticize the appropriation of this support for economic reasons, also called rainbowwashing. Building upon corporate hypocrisy and greenwashing research, we investigate under which circumstances participants perceive an ad as rainbowwashing in two experiments. In Study 1, we test the effects of claims (vague vs. concrete vs. no claim) and emotional imagery …
Selling stories of social justice. How consumers react to and learn from social ads
Advertising strategies are constantly changing and today, companies often take a position regarding current social topics in their advertis-ing messages. With two experimental studies using actual ads, we explore how people react to and learn from social ads regarding particular social issues they tackle. With the first study, we examine whether an ad that deals with modern sexism raises awareness about this issue and whether it performs more eff…
Interactive decision-making in entertainment movies
That bygone feeling
Unraveling the pinkwashing discourse on X and Instagram
The (perceived) appropriation of social issues for promotional purposes, without translating that awareness and support into real social change, is a growing trend in marketing and is widely discussed under the term ‘washing’ practice. This paper examines the discourses associated with the term pinkwashing and explores the networks, sentiments, and persuasive aspects of this concept. We take an exploratory and descriptive approach to examine this…
Psychology (16 works) · Social Psychology (13 works) · Computer Science (12 works) · Media Influence and Health (10 works) · Multimedia (10 works) · Art (8 works) · Media, Gender, and Advertising (7 works) · Sociology (7 works) · Video game (7 works) · Aesthetics (6 works)