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Julia Kneer

Biographic Data

ID4268002
NAMEJulia Kneer
GIVEN NAMESJulia
FAMILY NAMEKneer
SIGNATUREKNEER J
AFFILIATIONSErasmus University Rotterdam
ORCID0000-0001-9034-738X
VERIFIEDYes
TOTAL WORKS15
TOTAL CITATIONS11
AUTHOR COUNT15
EDITOR COUNT0
FIRST PUBLICATION YEAR2012
LATEST PUBLICATION YEAR2026
H-INDEX2
  • Judging characters by their cover? Surface-level similarities, deep-level similarities, and parasocial relationships

    B G Żerebecki, Sizhe Dang et al.•ARTICLE•Psychology of Popular Media•2026

  • Digital literacy games: A systematic literature review

    Open Access•Teresa De La Hera, Laura Cañete Sanz et al.•ARTICLE•Frontiers in Communication•2024

    This paper presents the results of a systematic literature review of academic publications about digital literacy games. We have analyzed a total of 30 papers and book chapters published in English, Spanish, Portuguese and Dutch between 2005 and 2021 and stored in Scopus. The results of this literature review report on: (1) the topics of the games discussed in the publications; (2) the digital literacy competencies supported by the games studied …

  • Directional is the new null? A comment on Bushman and Anderson (2021)

    Grant J Devilly, Ali Drummond et al.•ARTICLE•Psychology of Popular Media•2023

    Bushman and Anderson (2021) have recently argued that the evidence of harm after playing violent video games is so strong that this effect should be our starting point for future research. They base this claim on an argument that: (a) many professional bodies agree with this opinion; (b) strong theories, such as their General Aggression Model (GAM), predict such outcomes; (c) experimental and meta-analytic studies back such a claim; and (d) peopl…

  • Same Gaming: An Exploration of Relationships Between Gender Traits, Sexual Orientation, Motivations, and Enjoyment of Playing Video Games

    Open Access•Julia Kneer, Yubo Zhang et al.•ARTICLE•Simulation & Gaming•2022

    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 …

  • Does sexualization in video games cause harm in players? A meta-analytic examination

    Open Access•Christopher J Ferguson, James D Sauer et al.•ARTICLE•Computers in Human Behavior•2022

  • With a rebel yell: Video gamers’ responses to mass shooting moral panics

    Open Access•Julia Kneer, Michael R Ward•ARTICLE•New Media & Society•2020•Cited by: 1•References: 7

    When a moral panic happens, society believes that a group of people and/or their behaviour is responsible for a threat to society – without any evidentiary basis. How does the target group respond? In the video game context, gamers may fear that their pastime will be blamed for mass shootings leading to social stigma. Group members so threatened are hypothesized to react to protect their group identity. This leads to increased engagement in the a…

  • With a Little Help from My Friends: Peer Coaching for Refugee Adolescents and the Role of Social Media

    Open Access•Julia Kneer, Anne K Van Eldik et al.•ARTICLE•Media and Communication•2019

    This intervention study investigated how much impact a specific peer-coaching (Peer2Peer) for refugee adolescents has on different factors of well-being for both sides: refugee adolescents (peers, N = 16) and their local peer coaches (buddies, N = 16). Next to pre- and post-tests, four buddies reflected on the process via weekly media diaries. We found that higher peer-loneliness and lower self-esteem was reported for peers in the beginning but t…

  • Urban & Online: Social Media Use among Adolescents and Sense of Belonging to a Super-Diverse City

    Open Access•Anne K Van Eldik, Julia Kneer et al.•ARTICLE•Media and Communication•2019

    In a world of continuous migration, super-diverse cities consist of a multitude of migrants and non-migrants from a variety of cultural backgrounds. Yet one characteristic they all have in common is the place where they currently live. In addition, both groups are active users of social media, especially the young. Social media provide platforms to construct and negotiate one’s identity—particularly the identity related to where one lives: urban …

  • Grow Up, Level Up, and Game On; Evolving Games Research

    Open Access•Julia Kneer, Ruud S Jacobs•ARTICLE•Media and Communication•2018

    Playing host to articles written in different disciplines and perspectives on the shared subject of digital gaming, the current special issue means to galvanise interest in and recognition of the nascent field of games research. Despite being little more than 50 years old, the medium of digital games has seen a meteoric rise to economic and cultural prominence across the globe. A cultural shift accepting games as a worthwhile recreational activit…

  • The memory remains: How heavy metal fans buffer against the fear of death

    Julia Kneer, Diana Rieger•ARTICLE•Psychology of Popular Media Culture•2015•Cited by: 1•References: 13

    Heavy metal music is often associated with death and dying by nonfans whereas members of this subculture report that listening to metal music is their escape from depression and even helpful against death-related thoughts. According to terror management theory, self-esteem and cultural worldview serve as a symbolic, 2-component buffer system working against the fear of death. What remains unclear in recent research on terror management theory is …

  • Awareness of Risk Factors for Digital Game Addiction: Interviewing Players and Counselors

    Open Access•Julia Kneer, Diana Rieger et al.•ARTICLE•International Journal of Mental…•2014

  • Eating ghosts: The underlying mechanisms of mood repair via interactive and noninteractive media

    Diana Rieger, Lena Frischlich et al.•ARTICLE•Psychology of Popular Media Culture•2014•Cited by: 6•References: 7

    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…

  • Preservice teachers’ implicit attitudes toward students with and without immigration background: A pilot study

    Sabine Glock, Julia Kneer et al.•ARTICLE•Studies In Educational Evaluation•2013

  • Comparing apples and oranges? Evidence for pace of action as a confound in research on digital games and aggression

    Martha Elson, Johannes Breuer et al.•ARTICLE•Psychology of Popular Media Culture•2013•Cited by: 1•References: 6

    Most studies investigating the effects of violence in digital games on aggression and physiological arousal feature two groups of participants either playing a violent or a nonviolent game. However, violent content is usually not the only dimension on which the games used in these studies differ. This raises the issue of possibly confounding variables. We conducted a study in which the displayed violence and the pace of action of a first-person s…

  • Fast and Not Furious: Reduction of Cognitive Dissonance in Smokers

    Julia Kneer, Sabine Glock et al.•ARTICLE•Social Psychology•2012•Cited by: 2•References: 52

    Three studies explored whether cognitive dissonance in smokers is reduced immediately or remains constant due to the perceived health risk. Because dissonance-reducing strategies might occur very quickly and previous research has focused only on ratings concerning health risk, we additionally analyzed response latencies and psychophysiological arousal as more implicit measurements. In Study 1, 2, and 3, participants rated their smoking-related he…

  • Eating ghosts: The underlying mechanisms of mood repair via interactive and noninteractive media

    Diana Rieger, Lena Frischlich et al.•ARTICLE•Psychology of Popular Media Culture•2014•Cited by: 6•References: 7

    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…

  • Fast and Not Furious: Reduction of Cognitive Dissonance in Smokers

    Julia Kneer, Sabine Glock et al.•ARTICLE•Social Psychology•2012•Cited by: 2•References: 52

    Three studies explored whether cognitive dissonance in smokers is reduced immediately or remains constant due to the perceived health risk. Because dissonance-reducing strategies might occur very quickly and previous research has focused only on ratings concerning health risk, we additionally analyzed response latencies and psychophysiological arousal as more implicit measurements. In Study 1, 2, and 3, participants rated their smoking-related he…

  • With a rebel yell: Video gamers’ responses to mass shooting moral panics

    Open Access•Julia Kneer, Michael R Ward•ARTICLE•New Media & Society•2020•Cited by: 1•References: 7

    When a moral panic happens, society believes that a group of people and/or their behaviour is responsible for a threat to society – without any evidentiary basis. How does the target group respond? In the video game context, gamers may fear that their pastime will be blamed for mass shootings leading to social stigma. Group members so threatened are hypothesized to react to protect their group identity. This leads to increased engagement in the a…

  • The memory remains: How heavy metal fans buffer against the fear of death

    Julia Kneer, Diana Rieger•ARTICLE•Psychology of Popular Media Culture•2015•Cited by: 1•References: 13

    Heavy metal music is often associated with death and dying by nonfans whereas members of this subculture report that listening to metal music is their escape from depression and even helpful against death-related thoughts. According to terror management theory, self-esteem and cultural worldview serve as a symbolic, 2-component buffer system working against the fear of death. What remains unclear in recent research on terror management theory is …

  • Comparing apples and oranges? Evidence for pace of action as a confound in research on digital games and aggression

    Martha Elson, Johannes Breuer et al.•ARTICLE•Psychology of Popular Media Culture•2013•Cited by: 1•References: 6

    Most studies investigating the effects of violence in digital games on aggression and physiological arousal feature two groups of participants either playing a violent or a nonviolent game. However, violent content is usually not the only dimension on which the games used in these studies differ. This raises the issue of possibly confounding variables. We conducted a study in which the displayed violence and the pace of action of a first-person s…

  • Fast and Not Furious: Reduction of Cognitive Dissonance in Smokers

    Julia Kneer, Sabine Glock et al.•ARTICLE•Social Psychology•2012•Cited by: 2•References: 52

    Three studies explored whether cognitive dissonance in smokers is reduced immediately or remains constant due to the perceived health risk. Because dissonance-reducing strategies might occur very quickly and previous research has focused only on ratings concerning health risk, we additionally analyzed response latencies and psychophysiological arousal as more implicit measurements. In Study 1, 2, and 3, participants rated their smoking-related he…

  • Preservice teachers’ implicit attitudes toward students with and without immigration background: A pilot study

    Sabine Glock, Julia Kneer et al.•ARTICLE•Studies In Educational Evaluation•2013

  • Comparing apples and oranges? Evidence for pace of action as a confound in research on digital games and aggression

    Martha Elson, Johannes Breuer et al.•ARTICLE•Psychology of Popular Media Culture•2013•Cited by: 1•References: 6

    Most studies investigating the effects of violence in digital games on aggression and physiological arousal feature two groups of participants either playing a violent or a nonviolent game. However, violent content is usually not the only dimension on which the games used in these studies differ. This raises the issue of possibly confounding variables. We conducted a study in which the displayed violence and the pace of action of a first-person s…

  • Awareness of Risk Factors for Digital Game Addiction: Interviewing Players and Counselors

    Open Access•Julia Kneer, Diana Rieger et al.•ARTICLE•International Journal of Mental…•2014

  • Eating ghosts: The underlying mechanisms of mood repair via interactive and noninteractive media

    Diana Rieger, Lena Frischlich et al.•ARTICLE•Psychology of Popular Media Culture•2014•Cited by: 6•References: 7

    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…

  • The memory remains: How heavy metal fans buffer against the fear of death

    Julia Kneer, Diana Rieger•ARTICLE•Psychology of Popular Media Culture•2015•Cited by: 1•References: 13

    Heavy metal music is often associated with death and dying by nonfans whereas members of this subculture report that listening to metal music is their escape from depression and even helpful against death-related thoughts. According to terror management theory, self-esteem and cultural worldview serve as a symbolic, 2-component buffer system working against the fear of death. What remains unclear in recent research on terror management theory is …

  • Grow Up, Level Up, and Game On; Evolving Games Research

    Open Access•Julia Kneer, Ruud S Jacobs•ARTICLE•Media and Communication•2018

    Playing host to articles written in different disciplines and perspectives on the shared subject of digital gaming, the current special issue means to galvanise interest in and recognition of the nascent field of games research. Despite being little more than 50 years old, the medium of digital games has seen a meteoric rise to economic and cultural prominence across the globe. A cultural shift accepting games as a worthwhile recreational activit…

  • With a Little Help from My Friends: Peer Coaching for Refugee Adolescents and the Role of Social Media

    Open Access•Julia Kneer, Anne K Van Eldik et al.•ARTICLE•Media and Communication•2019

    This intervention study investigated how much impact a specific peer-coaching (Peer2Peer) for refugee adolescents has on different factors of well-being for both sides: refugee adolescents (peers, N = 16) and their local peer coaches (buddies, N = 16). Next to pre- and post-tests, four buddies reflected on the process via weekly media diaries. We found that higher peer-loneliness and lower self-esteem was reported for peers in the beginning but t…

  • Urban & Online: Social Media Use among Adolescents and Sense of Belonging to a Super-Diverse City

    Open Access•Anne K Van Eldik, Julia Kneer et al.•ARTICLE•Media and Communication•2019

    In a world of continuous migration, super-diverse cities consist of a multitude of migrants and non-migrants from a variety of cultural backgrounds. Yet one characteristic they all have in common is the place where they currently live. In addition, both groups are active users of social media, especially the young. Social media provide platforms to construct and negotiate one’s identity—particularly the identity related to where one lives: urban …

  • With a rebel yell: Video gamers’ responses to mass shooting moral panics

    Open Access•Julia Kneer, Michael R Ward•ARTICLE•New Media & Society•2020•Cited by: 1•References: 7

    When a moral panic happens, society believes that a group of people and/or their behaviour is responsible for a threat to society – without any evidentiary basis. How does the target group respond? In the video game context, gamers may fear that their pastime will be blamed for mass shootings leading to social stigma. Group members so threatened are hypothesized to react to protect their group identity. This leads to increased engagement in the a…

  • Same Gaming: An Exploration of Relationships Between Gender Traits, Sexual Orientation, Motivations, and Enjoyment of Playing Video Games

    Open Access•Julia Kneer, Yubo Zhang et al.•ARTICLE•Simulation & Gaming•2022

    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 …

  • Does sexualization in video games cause harm in players? A meta-analytic examination

    Open Access•Christopher J Ferguson, James D Sauer et al.•ARTICLE•Computers in Human Behavior•2022

  • Directional is the new null? A comment on Bushman and Anderson (2021)

    Grant J Devilly, Ali Drummond et al.•ARTICLE•Psychology of Popular Media•2023

    Bushman and Anderson (2021) have recently argued that the evidence of harm after playing violent video games is so strong that this effect should be our starting point for future research. They base this claim on an argument that: (a) many professional bodies agree with this opinion; (b) strong theories, such as their General Aggression Model (GAM), predict such outcomes; (c) experimental and meta-analytic studies back such a claim; and (d) peopl…

  • Digital literacy games: A systematic literature review

    Open Access•Teresa De La Hera, Laura Cañete Sanz et al.•ARTICLE•Frontiers in Communication•2024

    This paper presents the results of a systematic literature review of academic publications about digital literacy games. We have analyzed a total of 30 papers and book chapters published in English, Spanish, Portuguese and Dutch between 2005 and 2021 and stored in Scopus. The results of this literature review report on: (1) the topics of the games discussed in the publications; (2) the digital literacy competencies supported by the games studied …

  • Judging characters by their cover? Surface-level similarities, deep-level similarities, and parasocial relationships

    B G Żerebecki, Sizhe Dang et al.•ARTICLE•Psychology of Popular Media•2026

Psychology (13 works) · Social Psychology (12 works) · Computer Science (7 works) · Impact of Technology on Adolescents (7 works) · Media Influence and Health (6 works) · Multimedia (6 works) · Sociology (6 works) · Social Psychology (5 works) · Cognitive psychology (4 works) · Developmental psychology (4 works)

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