Frank M Schneider
Biographic Data
| ID | 129717 |
|---|---|
| NAME | Frank M Schneider |
| GIVEN NAMES | Frank M |
| FAMILY NAME | Schneider |
| SIGNATURE | SCHNEIDER F M |
| AFFILIATIONS | University of Mannheim |
| ORCID | 0000-0003-1028-0854 |
| VERIFIED | Yes |
| TOTAL WORKS | 33 |
| TOTAL CITATIONS | 85 |
| AUTHOR COUNT | 33 |
| EDITOR COUNT | 0 |
| FIRST PUBLICATION YEAR | 2014 |
| LATEST PUBLICATION YEAR | 2026 |
| H-INDEX | 5 |
Beyond voice: How do social role and speech style affect the perceived credibility and intelligence of voice assistants
Eudaimonic Entertainment Experiences of TV Theme Nights and Their Relationships With Political Information Processing and Engagement
Can fictional entertainment foster political information processing and engagement, and if so, how? A German national telephone survey ( N Study1 = 905) and two online surveys ( N Study2 = 877; N Study3 = 1,018) were conducted to extend prior experimental research by examining unforced exposure to full-length media stimuli in real-world settings, using representative surveys, and including self-reports of actual behavior after exposure. Survey pa…
The Influence of Eudaimonic Entertainment Experiences on Political Information Processing and Engagement
Can entertainment serve as a gateway to political interest and participation? In this paper, we examine the specific case of eudaimonic entertainment experiences (i.e., meaningful, moving, and thought-provoking entertainment experiences). To systematically analyze the influence of experiential and contextual factors associated with eudaimonic entertainment on political information processing, issue interest, and participation intentions, we condu…
Navigating Social Pressure to Be Available: The Roles of Mindfulness and Need Experiences in Messenger Users’ Well-/Ill-Being
In a digitally connected world, the perceived expectation to always stay available via mobile messenger services places unique demands on users. This paper addresses the question of how and when so-called availability pressure leads to variations in messenger users’ well-/ill-being. Drawing on the Integrative Model of Mobile Media Use and Need Experiences, it conceptualizes the satisfaction versus frustration of fundamental needs (autonomy, compe…
Surprised–Curious–Confused, Empathetic, and Entertained? The Role of Epistemic Emotions and Empathy in Eudaimonic Entertainment Experiences and Political News Processing
Based on the dual-process model of entertainment experiences and motivated cognition, we propose that specific affective states such as surprise, curiosity, and confusion (so-called epistemic emotions), as well as empathy, are involved in eudaimonic entertainment experiences while reading political news. We further assume that these emotions are related to normatively desirable outcomes such as deliberation within, information seeking, and knowle…
No Likes – no control? Examining the role of coping deprivation and social anxiety in social media ostracism
Feeling ostracised, that is, feeling ignored and excluded, in a social media environment causes negative affect and threatens fundamental human needs. Socially anxious people are especially fearful of social exclusion and may—if they feel ostracised—suffer even more when they do not have low-risk coping options such as using the Like button. Using the Online Ostracism tool, in a 2 (Ostracism vs. Inclusion) × 2 (Coping Deprivation vs. Control) exp…
Do Election Pledges Matter? The Effects of Broken and Kept Election Pledges on Citizens’ Trust in Government
The functioning of representative democracy depends on a “responsible electorate” that rewards and punishes parties according to their promises. Holding representatives accountable is the only way for voters to keep control over the government. This article draws on the normative assumption of accountability theory to investigate the impact of information on pledge fulfillment on citizens’ trust in government, taking into account moderators of th…
Fictional friends and enemies as first aid after ostracism? Experimentally investigating the potential of para-/orthosocial relationships in belongingness need restoration and emotion regulation
Being socially excluded seriously threatens individuals' need to belong and emotional well-being. This article investigates to what extent different coping strategies help overcome these detrimental effects: thinking about real-life friends/enemies (i.e., orthosocial relationships, OSRs) and thinking about (dis)liked media characters (i.e., parasocial relationships, PSRs). Across three experiments (NPilot = 129, NStudy1 = 132, NStudy2 = 855), we …
Media as Powerful Coping Tools to Recover from Social Exclusion Experiences? A Systematic Review on Need Restoration and Emotion Regulation through Using Media
First aid in the pocket: The psychosocial benefits of smartphones in self-threatening situations
Testing the Tebots model in self-threatening situations: The role of narratives in the face of ostracism and mortality
The TEBOTS model predicts that narratives are sought after more often in times of depletion. The present study aimed at expanding this idea by testing whether engagement with narratives is also intensified under self-threatening conditions. Further, we examined whether narratives can serve coping functions. In a 3(Threat: mortality salience vs. ostracism vs. control condition) × 2(Review of the narrative: positive vs. negative) online experiment …
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…
Is receiving Dislikes in social media still better than being ignored? The effects of ostracism and rejection on need threat and coping responses online
When posting content in social media, users can feel excluded due to lacking (cyber-ostracism) or negative (cyber-rejection) feedback. Referring to the temporal need-threat model, this study examined the impact that both exclusion experiences have on social media users’ need threat and on their online coping behavior to fortify threatened needs. For this purpose, a pre-registered between-subjects experiment (N = 211) was conducted by manipulating…
Using Media for Coping: A Scoping Review
Mobile phones, television, internet services, games, and social media offer diverse and numerous opportunities for coping with stress in everyday life. Different disciplines have contributed to answering how these media are used for coping. Consequently, fragmented and disconnected research perspectives have evolved. To improve integration, we conducted a scoping review. A total of 318 articles met the inclusion criteria. Three main perspectives …
How and when do mobile media demands impact well-being? Explicating the Integrative Model of Mobile Media Use and Need Experiences (IM 3 UNE)
Using mobile media can be both detrimental and beneficial for well-being. Thus, explaining how and when they elicit such effects is of crucial importance. To explicate boundary conditions and processes for digital well-being, this article introduces the I ntegrative M odel of M obile M edia U se and N eed E xperiences (IM3UNE). Instead of assuming mobile media to be pathogenic , the IM3UNE offers a salutogenic perspective—it focuses on how we can…
In Need of the Devil’s Advocate? The Impact of Cross-Cutting Exposure on Political Discussion
Cross-cutting exposure (i.e., the exposure to dissonant views) is a central component of political discussion among citizens. Although political discussion is a crucial form of political engagement and a well-known source of dissonance, little is known about the impact of cross-cuttingness (vs. like-mindedness; CCLM) elicited by media news on political discussion. In the present pre-registered online experiment ( N = 725), news stories were manip…
On the downside of mobile communication: An experimental study about the influence of setting-inconsistent pressure on employees’ emotional well-being
What Is Important When We Evaluate Movies? Insights from Computational Analysis of Online Reviews
The question of what is important when we evaluate movies is crucial for understanding how lay audiences experience and evaluate entertainment products such as films. In line with this, subjective movie evaluation criteria (SMEC) have been conceptualized as mental representations of important attitudes toward specific film features. Based on exploratory and confirmatory factor analyses of self-report data from online surveys, previous research ha…
Watching Players: An Exploration of Media Enjoyment on Twitch
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) …
Saving Tiger, Orangutan & Co: How subjective knowledge and text complexity influence online information seeking and behavior
Besides others, subjective knowledge ‒ the feeling of being knowledgeable ‒ as well as the complexity of a communicated content have been shown to have an impact on different behavioral outcomes ‒ also in the field of consumer choices. However, it remains open how both factors influence subsequent outcomes such as information seeking, behavioral intentions, or actual choice behavior ‒ especially related to environmental issues. With a 2 (high/low…
I Ought to Put Down That Phone but I Phub Nevertheless: Examining the Predictors of Phubbing Behavior
Smartphones are ubiquitous and frequently used in copresent interactions. This behavior is often seen as inappropriate and thus has been termed phubbing, compromising the words “phone” and “snubbing.” Although being a worldwide phenomenon, little is known about what predicts phubbing behavior in the first place. Drawing on injunctive norms (i.e., what ought to be done), the study’s aim was to shed light on the relationship between mobile phone no…
Which kind of political campaign messages do people perceive as election pledges
Self-transcendent Media Experiences: Taking Meaningful Media to a Higher Level
Interest in the meaningful sides of media entertainment has blossomed over the last decade, with numerous scholars examining how certain media content can enhance social good and well-being. Because social scientific work in this area is relatively new and is rapidly evolving, numerous conceptualizations of meaningful media experiences have been introduced. In this paper we argue for the importance of recognizing a unique form of media experience…
Too much information? Predictors of information overload in the context of online news exposure
As the Internet provides massive amounts of heterogeneous information, people may perceive this medium as challenging. The difficulty to evaluate and select relevant information increases as more and more diverse sources and content are available. Information overload (IO) may be the consequence. The research presented here gives a first comprehensive overview of possible indicators for IO in the context of online news exposure. Based on an onlin…
Social media ostracism: The effects of being excluded online
Watching Players: An Exploration of Media Enjoyment on Twitch
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) …
Which kind of political campaign messages do people perceive as election pledges
I Ought to Put Down That Phone but I Phub Nevertheless: Examining the Predictors of Phubbing Behavior
Smartphones are ubiquitous and frequently used in copresent interactions. This behavior is often seen as inappropriate and thus has been termed phubbing, compromising the words “phone” and “snubbing.” Although being a worldwide phenomenon, little is known about what predicts phubbing behavior in the first place. Drawing on injunctive norms (i.e., what ought to be done), the study’s aim was to shed light on the relationship between mobile phone no…
Seriously Entertained: Antecedents and Consequences of Hedonic and Eudaimonic Entertainment Experiences With Political Talk Shows on TV
This study's purpose is twofold: to introduce a new format into existing political entertainment research (“serious” political talk shows) and to establish a more specific definition of entertainment in a political context. To do so, the authors rely on a two-process-model of entertainment experiences. A telephone survey (N = 230) was conducted to analyze the antecedents and consequences of eudaimonic and hedonic entertainment experiences and to …
Measuring Traits and States in Public Opinion Research: A Latent State–Trait Analysis of Political Efficacy
Journal Article Measuring Traits and States in Public Opinion Research: A Latent State–Trait Analysis of Political Efficacy Get access Frank M. Schneider, Frank M. Schneider 1Department of Communication Psychology and Media Education, University of Koblenz-Landau, Germany and 2Department of Psychology, University of Koblenz-Landau, Germany Frank M. Schneider is a postdoctoral researcher at the University of Mannheim, Germany. His research interes…
How and when do mobile media demands impact well-being? Explicating the Integrative Model of Mobile Media Use and Need Experiences (IM 3 UNE)
Using mobile media can be both detrimental and beneficial for well-being. Thus, explaining how and when they elicit such effects is of crucial importance. To explicate boundary conditions and processes for digital well-being, this article introduces the I ntegrative M odel of M obile M edia U se and N eed E xperiences (IM3UNE). Instead of assuming mobile media to be pathogenic , the IM3UNE offers a salutogenic perspective—it focuses on how we can…
Fictional friends and enemies as first aid after ostracism? Experimentally investigating the potential of para-/orthosocial relationships in belongingness need restoration and emotion regulation
Being socially excluded seriously threatens individuals' need to belong and emotional well-being. This article investigates to what extent different coping strategies help overcome these detrimental effects: thinking about real-life friends/enemies (i.e., orthosocial relationships, OSRs) and thinking about (dis)liked media characters (i.e., parasocial relationships, PSRs). Across three experiments (NPilot = 129, NStudy1 = 132, NStudy2 = 855), we …
In Need of the Devil’s Advocate? The Impact of Cross-Cutting Exposure on Political Discussion
Cross-cutting exposure (i.e., the exposure to dissonant views) is a central component of political discussion among citizens. Although political discussion is a crucial form of political engagement and a well-known source of dissonance, little is known about the impact of cross-cuttingness (vs. like-mindedness; CCLM) elicited by media news on political discussion. In the present pre-registered online experiment ( N = 725), news stories were manip…
Curving entertainment: The curvilinear relationship between hedonic and eudaimonic entertainment experiences while watching a political talk show and its implications for information processing
Measuring Subjective Movie Evaluation Criteria: Conceptual Foundation, Construction, and Validation of the SMEC Scales
Audiences’ movie evaluations have often been explored as effects of experiencing movies. However, little attention has been paid to the criteria viewers use when they evaluate a movie or its specific features. Adding to this, the present research introduces the idea of subjective movie evaluation criteria (SMEC), conceptualizes SMEC as the mental representation of important attitudes toward specific film features, and describes the scale construc…
Testing Measurement Invariance of Hedonic and Eudaimonic Entertainment Experiences Across Media Formats
The aim of this study is to investigate the measurement invariance of media users’ entertainment experiences as conceptualized by two-process models of entertainment (i.e., enjoyment and appreciation) across different media formats. With this purpose, the present research relates to the recent rise of entertainment research, embracing more and more media types and formats with which entertainment experiences may occur. At the same time, it addres…
Do Election Pledges Matter? The Effects of Broken and Kept Election Pledges on Citizens’ Trust in Government
The functioning of representative democracy depends on a “responsible electorate” that rewards and punishes parties according to their promises. Holding representatives accountable is the only way for voters to keep control over the government. This article draws on the normative assumption of accountability theory to investigate the impact of information on pledge fulfillment on citizens’ trust in government, taking into account moderators of th…
Entertainment and Politics Revisited: How Non-Escapist Forms of Entertainment Can Stimulate Political Interest and Information Seeking
This article revisits the controversial relationship of entertainment and political communication. On the basis of a theoretical integration of entertainment theory with theories of motivated information processing, we suggest that entertainment consumption can either be driven by hedonic, escapist motivations that are associated with a superficial mode of information processing, or by eudaimonic, truth-seeking motivations that prompt more elabor…
Seriously Entertained: Antecedents and Consequences of Hedonic and Eudaimonic Entertainment Experiences With Political Talk Shows on TV
This study's purpose is twofold: to introduce a new format into existing political entertainment research (“serious” political talk shows) and to establish a more specific definition of entertainment in a political context. To do so, the authors rely on a two-process-model of entertainment experiences. A telephone survey (N = 230) was conducted to analyze the antecedents and consequences of eudaimonic and hedonic entertainment experiences and to …
Measuring Traits and States in Public Opinion Research: A Latent State–Trait Analysis of Political Efficacy
Journal Article Measuring Traits and States in Public Opinion Research: A Latent State–Trait Analysis of Political Efficacy Get access Frank M. Schneider, Frank M. Schneider 1Department of Communication Psychology and Media Education, University of Koblenz-Landau, Germany and 2Department of Psychology, University of Koblenz-Landau, Germany Frank M. Schneider is a postdoctoral researcher at the University of Mannheim, Germany. His research interes…
Permanently online – Permanently connected: Explorations into university students’ use of social media and mobile smart devices
Testing Measurement Equivalence of Eudaimonic and Hedonic Entertainment Motivations in a Cross-cultural Comparison
Within Hofstede’s framework of individualistic and collectivistic cultures, this contribution examines measurement equivalence of hedonic and eudaimonic entertainment motivations in two different cultures, namely Germany representing a more individualistic culture (N = 180) and Turkey representing a more collectivistic culture (N = 97). By means of a multi-group confirmatory factor analysis, we could secure configural invariance for both hedonic …
Testing Measurement Invariance of Hedonic and Eudaimonic Entertainment Experiences Across Media Formats
The aim of this study is to investigate the measurement invariance of media users’ entertainment experiences as conceptualized by two-process models of entertainment (i.e., enjoyment and appreciation) across different media formats. With this purpose, the present research relates to the recent rise of entertainment research, embracing more and more media types and formats with which entertainment experiences may occur. At the same time, it addres…
Social media ostracism: The effects of being excluded online
Curving entertainment: The curvilinear relationship between hedonic and eudaimonic entertainment experiences while watching a political talk show and its implications for information processing
Measuring Subjective Movie Evaluation Criteria: Conceptual Foundation, Construction, and Validation of the SMEC Scales
Audiences’ movie evaluations have often been explored as effects of experiencing movies. However, little attention has been paid to the criteria viewers use when they evaluate a movie or its specific features. Adding to this, the present research introduces the idea of subjective movie evaluation criteria (SMEC), conceptualizes SMEC as the mental representation of important attitudes toward specific film features, and describes the scale construc…
Self-transcendent Media Experiences: Taking Meaningful Media to a Higher Level
Interest in the meaningful sides of media entertainment has blossomed over the last decade, with numerous scholars examining how certain media content can enhance social good and well-being. Because social scientific work in this area is relatively new and is rapidly evolving, numerous conceptualizations of meaningful media experiences have been introduced. In this paper we argue for the importance of recognizing a unique form of media experience…
Too much information? Predictors of information overload in the context of online news exposure
As the Internet provides massive amounts of heterogeneous information, people may perceive this medium as challenging. The difficulty to evaluate and select relevant information increases as more and more diverse sources and content are available. Information overload (IO) may be the consequence. The research presented here gives a first comprehensive overview of possible indicators for IO in the context of online news exposure. Based on an onlin…
Saving Tiger, Orangutan & Co: How subjective knowledge and text complexity influence online information seeking and behavior
Besides others, subjective knowledge ‒ the feeling of being knowledgeable ‒ as well as the complexity of a communicated content have been shown to have an impact on different behavioral outcomes ‒ also in the field of consumer choices. However, it remains open how both factors influence subsequent outcomes such as information seeking, behavioral intentions, or actual choice behavior ‒ especially related to environmental issues. With a 2 (high/low…
I Ought to Put Down That Phone but I Phub Nevertheless: Examining the Predictors of Phubbing Behavior
Smartphones are ubiquitous and frequently used in copresent interactions. This behavior is often seen as inappropriate and thus has been termed phubbing, compromising the words “phone” and “snubbing.” Although being a worldwide phenomenon, little is known about what predicts phubbing behavior in the first place. Drawing on injunctive norms (i.e., what ought to be done), the study’s aim was to shed light on the relationship between mobile phone no…
Which kind of political campaign messages do people perceive as election pledges
On the downside of mobile communication: An experimental study about the influence of setting-inconsistent pressure on employees’ emotional well-being
What Is Important When We Evaluate Movies? Insights from Computational Analysis of Online Reviews
The question of what is important when we evaluate movies is crucial for understanding how lay audiences experience and evaluate entertainment products such as films. In line with this, subjective movie evaluation criteria (SMEC) have been conceptualized as mental representations of important attitudes toward specific film features. Based on exploratory and confirmatory factor analyses of self-report data from online surveys, previous research ha…
Watching Players: An Exploration of Media Enjoyment on Twitch
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…
Is receiving Dislikes in social media still better than being ignored? The effects of ostracism and rejection on need threat and coping responses online
When posting content in social media, users can feel excluded due to lacking (cyber-ostracism) or negative (cyber-rejection) feedback. Referring to the temporal need-threat model, this study examined the impact that both exclusion experiences have on social media users’ need threat and on their online coping behavior to fortify threatened needs. For this purpose, a pre-registered between-subjects experiment (N = 211) was conducted by manipulating…
Using Media for Coping: A Scoping Review
Mobile phones, television, internet services, games, and social media offer diverse and numerous opportunities for coping with stress in everyday life. Different disciplines have contributed to answering how these media are used for coping. Consequently, fragmented and disconnected research perspectives have evolved. To improve integration, we conducted a scoping review. A total of 318 articles met the inclusion criteria. Three main perspectives …
How and when do mobile media demands impact well-being? Explicating the Integrative Model of Mobile Media Use and Need Experiences (IM 3 UNE)
Using mobile media can be both detrimental and beneficial for well-being. Thus, explaining how and when they elicit such effects is of crucial importance. To explicate boundary conditions and processes for digital well-being, this article introduces the I ntegrative M odel of M obile M edia U se and N eed E xperiences (IM3UNE). Instead of assuming mobile media to be pathogenic , the IM3UNE offers a salutogenic perspective—it focuses on how we can…
In Need of the Devil’s Advocate? The Impact of Cross-Cutting Exposure on Political Discussion
Cross-cutting exposure (i.e., the exposure to dissonant views) is a central component of political discussion among citizens. Although political discussion is a crucial form of political engagement and a well-known source of dissonance, little is known about the impact of cross-cuttingness (vs. like-mindedness; CCLM) elicited by media news on political discussion. In the present pre-registered online experiment ( N = 725), news stories were manip…
Testing the Tebots model in self-threatening situations: The role of narratives in the face of ostracism and mortality
The TEBOTS model predicts that narratives are sought after more often in times of depletion. The present study aimed at expanding this idea by testing whether engagement with narratives is also intensified under self-threatening conditions. Further, we examined whether narratives can serve coping functions. In a 3(Threat: mortality salience vs. ostracism vs. control condition) × 2(Review of the narrative: positive vs. negative) online experiment …
Media as Powerful Coping Tools to Recover from Social Exclusion Experiences? A Systematic Review on Need Restoration and Emotion Regulation through Using Media
First aid in the pocket: The psychosocial benefits of smartphones in self-threatening situations
Psychology (29 works) · Social Psychology (23 works) · Media Influence and Health (18 works) · Computer Science (16 works) · Political science (12 works) · Impact of Technology on Adolescents (10 works) · Entertainment (9 works) · Politics (9 works) · Social Psychology (9 works) · Advertising (8 works)