Ute Ritterfeld
Biographic Data
| ID | 2021338 |
|---|---|
| NAME | Ute Ritterfeld |
| GIVEN NAMES | Ute |
| FAMILY NAME | Ritterfeld |
| SIGNATURE | RITTERFELD U |
| AFFILIATIONS | TU Dortmund University |
| ORCID | 0000-0002-5109-9798 |
| VERIFIED | Yes |
| TOTAL WORKS | 11 |
| TOTAL CITATIONS | 115 |
| WORKS AS AUTHOR | 11 |
| WORKS AS EDITOR | 0 |
| FIRST PUBLICATION YEAR | 2004 |
| LATEST PUBLICATION YEAR | 2026 |
| H-INDEX | 3 |
Does early gesture usage contribute alongside oral language to later theory of mind performance and metaphor comprehension? Indications from a longitudinal study with children aged 1–9 years
Longitudinal work has demonstrated both that early gestural skills predict the course of children’s language development and, separately, that language skills are important for the development of theory of mind (ToM) and metaphor comprehension. To extend and connect these findings, the current study explores the contributions of gesture (pointing at 1;0 and iconic gesture comprehension at 3;0) and language skills at 3;0 (productive vocabulary, pr…
Exemplification and stigmatization
Students with intellectual or physical disabilities still face public and institutional stigmatization. The current study examines how different news portrayals of college students with a disability affect readers' stigma-related attitudes and behavioral intentions. A 2 × 2 × 2 × 2 full-factorial experiment was conducted, in which N = 767 respondents were presented a news article about a student with a disability. The article was manipulated rega…
Toward digital participation in individuals with Autism Spectrum Disorder
Introduction Digital participation might have great potential for the everyday lives of individuals with Autism Spectrum Disorder (ASD). Previous research suggests that children with ASD enjoy and favor usage of digital technologies. As informative research on this topic is still sparse, this paper makes a contribution toward a better understanding of media usage in children with ASD. Methods Parents of 15 boys aged 6 to 11 diagnosed with ASD in …
Developmental Paths of Pointing for Various Motives in Infants with and without Language Delay
Pointing is one of the first conventional means of communication and infants have various motives for engaging in it such as imperative, declarative, or informative. Little is known about the developmental paths of producing and understanding these different motives. In our longitudinal study ( N = 58) during the second year of life, we experimentally elicited infants' pointing production and comprehension in various settings and under pragmatica…
Decontextualized talk in caregivers’ input to 12-month-old children during structured interaction
Decontextualized talk is assumed to be used only rarely when children are younger than 30 months. Motivated by Bühler's (1934/1999) linguistic theory that describes different dimensions of (de-)contextualization, we provide evidence that this kind of input can already be found in caregivers’ talking to their 12-month-old children. Such early input is characterized by being decontextualized on some dimensions while being grounded in the immediate …
Walking, pointing, talking – the predictive value of early walking and pointing behavior for later language skills
Both walking abilities and pointing gestures in infants are associated with later language skills. Within this longitudinal study we investigate the relationship between walk onset and first observed index-finger points and their respectively predictive value for later language skills. We assume that pointing as a motor as well as a communicative skill is a stronger predictor of later language development than walk onset. Direct observations, par…
The influence of iconic and arbitrary gestures on novel word learning in children with and without SLI
Two experiments were conducted to investigate the role of gestures on novel word learning in preschoolers. In Study 1, 20 children at the average age of 4;9 years were given novel words under 3 conditions: with support of iconic gestures; arbitrary gestures; no gestures, exemplifying a within-subject design. Results indicate scaffolding effects of both types of gestures in comparison to the control condition. No indication of gesture type effects…
What Do We Really Know About First-Person-Shooter Games? An Event-Related, High-Resolution Content Analysis
Multiple studies have been addressing effects of playing violent video games. However, most such studies neglect users' individual experiences. In fact, each player's gameplaying choices creates his or her own specific game content. Within this study we analyzed the individually generated content of a typical first-person-shooter game with high temporal resolution and associated them with physiological response measures (heart rate, skin conducta…
Interactivity and Generalizability
This paper discusses potential challenges to research generalizability in studies on interactive communication. In interactive media contexts where users are enabled to individualize their communication, the generalizability of individual studies is likely lower than it is in studies on more conventional one-to-many communication. We discuss research strategies related to sample size and heterogeneity, focus on structural-invariant elements of co…
Addressing Media Stigma for People Experiencing Mental Illness Using an Entertainment-Education Strategy
This study examines the effects of Entertainment-Education strategy on knowledge acquisition about schizophrenia and stigma reduction, using pretest posttest control group and 2 X 3 (advocate's perspective X message style) between-subjects factorial design. Participants watched an accurate and empathetic movie portrayal of schizophrenia, followed by an educational trailer. Participants ( N= 165) were randomly assigned to one of eight conditions (…
Enjoyment
This article suggests an integrated view of media entertainment that is capable of covering more of the dimensional complexity and dynamics of entertainment experiences than existing theories do. Based on a description of what is meant by complexity and dynamics, the authors outline a conceptual model that is centered around enjoyment as the core of entertainment, and that addresses prerequisites of enjoyment which have to be met by the individua…
Enjoyment
This article suggests an integrated view of media entertainment that is capable of covering more of the dimensional complexity and dynamics of entertainment experiences than existing theories do. Based on a description of what is meant by complexity and dynamics, the authors outline a conceptual model that is centered around enjoyment as the core of entertainment, and that addresses prerequisites of enjoyment which have to be met by the individua…
Addressing Media Stigma for People Experiencing Mental Illness Using an Entertainment-Education Strategy
This study examines the effects of Entertainment-Education strategy on knowledge acquisition about schizophrenia and stigma reduction, using pretest posttest control group and 2 X 3 (advocate's perspective X message style) between-subjects factorial design. Participants watched an accurate and empathetic movie portrayal of schizophrenia, followed by an educational trailer. Participants ( N= 165) were randomly assigned to one of eight conditions (…
What Do We Really Know About First-Person-Shooter Games? An Event-Related, High-Resolution Content Analysis
Multiple studies have been addressing effects of playing violent video games. However, most such studies neglect users' individual experiences. In fact, each player's gameplaying choices creates his or her own specific game content. Within this study we analyzed the individually generated content of a typical first-person-shooter game with high temporal resolution and associated them with physiological response measures (heart rate, skin conducta…
The influence of iconic and arbitrary gestures on novel word learning in children with and without SLI
Two experiments were conducted to investigate the role of gestures on novel word learning in preschoolers. In Study 1, 20 children at the average age of 4;9 years were given novel words under 3 conditions: with support of iconic gestures; arbitrary gestures; no gestures, exemplifying a within-subject design. Results indicate scaffolding effects of both types of gestures in comparison to the control condition. No indication of gesture type effects…
Interactivity and Generalizability
This paper discusses potential challenges to research generalizability in studies on interactive communication. In interactive media contexts where users are enabled to individualize their communication, the generalizability of individual studies is likely lower than it is in studies on more conventional one-to-many communication. We discuss research strategies related to sample size and heterogeneity, focus on structural-invariant elements of co…
Enjoyment
This article suggests an integrated view of media entertainment that is capable of covering more of the dimensional complexity and dynamics of entertainment experiences than existing theories do. Based on a description of what is meant by complexity and dynamics, the authors outline a conceptual model that is centered around enjoyment as the core of entertainment, and that addresses prerequisites of enjoyment which have to be met by the individua…
Addressing Media Stigma for People Experiencing Mental Illness Using an Entertainment-Education Strategy
This study examines the effects of Entertainment-Education strategy on knowledge acquisition about schizophrenia and stigma reduction, using pretest posttest control group and 2 X 3 (advocate's perspective X message style) between-subjects factorial design. Participants watched an accurate and empathetic movie portrayal of schizophrenia, followed by an educational trailer. Participants ( N= 165) were randomly assigned to one of eight conditions (…
Interactivity and Generalizability
This paper discusses potential challenges to research generalizability in studies on interactive communication. In interactive media contexts where users are enabled to individualize their communication, the generalizability of individual studies is likely lower than it is in studies on more conventional one-to-many communication. We discuss research strategies related to sample size and heterogeneity, focus on structural-invariant elements of co…
What Do We Really Know About First-Person-Shooter Games? An Event-Related, High-Resolution Content Analysis
Multiple studies have been addressing effects of playing violent video games. However, most such studies neglect users' individual experiences. In fact, each player's gameplaying choices creates his or her own specific game content. Within this study we analyzed the individually generated content of a typical first-person-shooter game with high temporal resolution and associated them with physiological response measures (heart rate, skin conducta…
The influence of iconic and arbitrary gestures on novel word learning in children with and without SLI
Two experiments were conducted to investigate the role of gestures on novel word learning in preschoolers. In Study 1, 20 children at the average age of 4;9 years were given novel words under 3 conditions: with support of iconic gestures; arbitrary gestures; no gestures, exemplifying a within-subject design. Results indicate scaffolding effects of both types of gestures in comparison to the control condition. No indication of gesture type effects…
Walking, pointing, talking – the predictive value of early walking and pointing behavior for later language skills
Both walking abilities and pointing gestures in infants are associated with later language skills. Within this longitudinal study we investigate the relationship between walk onset and first observed index-finger points and their respectively predictive value for later language skills. We assume that pointing as a motor as well as a communicative skill is a stronger predictor of later language development than walk onset. Direct observations, par…
Decontextualized talk in caregivers’ input to 12-month-old children during structured interaction
Decontextualized talk is assumed to be used only rarely when children are younger than 30 months. Motivated by Bühler's (1934/1999) linguistic theory that describes different dimensions of (de-)contextualization, we provide evidence that this kind of input can already be found in caregivers’ talking to their 12-month-old children. Such early input is characterized by being decontextualized on some dimensions while being grounded in the immediate …
Developmental Paths of Pointing for Various Motives in Infants with and without Language Delay
Pointing is one of the first conventional means of communication and infants have various motives for engaging in it such as imperative, declarative, or informative. Little is known about the developmental paths of producing and understanding these different motives. In our longitudinal study ( N = 58) during the second year of life, we experimentally elicited infants' pointing production and comprehension in various settings and under pragmatica…
Toward digital participation in individuals with Autism Spectrum Disorder
Introduction Digital participation might have great potential for the everyday lives of individuals with Autism Spectrum Disorder (ASD). Previous research suggests that children with ASD enjoy and favor usage of digital technologies. As informative research on this topic is still sparse, this paper makes a contribution toward a better understanding of media usage in children with ASD. Methods Parents of 15 boys aged 6 to 11 diagnosed with ASD in …
Exemplification and stigmatization
Students with intellectual or physical disabilities still face public and institutional stigmatization. The current study examines how different news portrayals of college students with a disability affect readers' stigma-related attitudes and behavioral intentions. A 2 × 2 × 2 × 2 full-factorial experiment was conducted, in which N = 767 respondents were presented a news article about a student with a disability. The article was manipulated rega…
Does early gesture usage contribute alongside oral language to later theory of mind performance and metaphor comprehension? Indications from a longitudinal study with children aged 1–9 years
Longitudinal work has demonstrated both that early gestural skills predict the course of children’s language development and, separately, that language skills are important for the development of theory of mind (ToM) and metaphor comprehension. To extend and connect these findings, the current study explores the contributions of gesture (pointing at 1;0 and iconic gesture comprehension at 3;0) and language skills at 3;0 (productive vocabulary, pr…
Psychology (11 works) · Computer Science (7 works) · Cognitive psychology (5 works) · Developmental psychology (5 works) · Linguistics (4 works) · Child and Animal Learning Development (3 works) · Gesture (3 works) · Hearing Impairment and Communication (3 works) · Language acquisition (3 works) · Language development (3 works)