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Felix Reer

Biographic Data

ID4394149
NAMEFelix Reer
GIVEN NAMESFelix
FAMILY NAMEReer
SIGNATUREREER F
AFFILIATIONSUniversity of Münster
ORCID0000-0002-4190-8248
VERIFIEDYes
TOTAL WORKS16
TOTAL CITATIONS41
WORKS AS AUTHOR16
WORKS AS EDITOR0
FIRST PUBLICATION YEAR2019
LATEST PUBLICATION YEAR2026
H-INDEX4
  • News from Every Angle

    Open Access•Lars-Ole Wehden, Lena Maria Küpper et al.•ARTICLE•Mass Communication & Society•2026•References: 15

  • A Survey Study on Public Attitudes Toward Gaming Disorder

    Open Access•Felix Reer, Lena Maria Küpper et al.•ARTICLE•Media and Communication•2025

    The World Health Organization’s decision to include addictive game use (“gaming disorder”) in the International Classification of Diseases was the subject of controversial scientific debates (e.g., Aarseth et al., 2017; Rumpf et al., 2018; for an overview, see Reer & Quandt, 2021). However, knowledge is scarce on how addictive game use is perceived outside of academic circles (Schatto-Eckrodt et al., 2020). The current study aimed to fill this re…

  • Games and Game Studies Are Meaningful—Are They

    Open Access•Felix Reer, Teresa De La Hera et al.•ARTICLE•Media and Communication•2025

    Building on the idea that digital games are more than trivial pastimes and can have deeper meanings, this article collection brings together emerging findings from the field of game studies. The foundation for this thematic issue was laid at the 2023 symposium of the Digital Games Research Section of the European Communication Research and Education Association (ECREA) held in Madrid. The articles in this collection examine the rich content of ga…

  • Effects of student-owned and provided mobile devices on mathematical modeling competence

    Open Access•Maurice Krause, Gilbert Greefrath et al.•ARTICLE•Frontiers in Education•2024

    Introduction Nowadays, more and more digital resources are used in modern mathematical modeling classes. In order to access these resources, students need a suitable digital device—often mobile devices are used for this purpose. There are several concepts to enable students access to such devices. For example, students can be allowed to use their self-owned devices [Bring Your Own Device (BYOD) concept] or teachers can hand out school-owned devic…

  • “It’s us against them up there”

    Open Access•Florian Wintterlin, Tim Schatto-Eckrodt et al.•ARTICLE•Computers in Human Behavior•2023

  • Examining the Interplay of Smartphone Use Disorder, Mental Health, and Physical Symptoms

    Open Access•Felix Reer, Lars-Ole Wehden et al.•ARTICLE•Frontiers in Public Health•2022

    The current study examined antecedents and possible consequences of smartphone use disorder (SmUD). In particular, we aimed to increase the understanding of the interplay of SmUD, mental health, and physical symptoms. Studies found that SmUD is associated with diverse psychological and physical health impairments, ranging from depression and anxiety to headaches and sleep disturbances. Based on existing works, we assumed that mental problems medi…

  • Virtual reality technology and game enjoyment

    Open Access•Felix Reer, Lars-Ole Wehden et al.•ARTICLE•Computers in Human Behavior•2022

  • Investigating problematic social media and game use in a nationally representative sample of adolescents and younger adults

    Felix Reer, Ruth Wendt et al.•ARTICLE•Behaviour and Information…•2021

    Research on addictive media use has often concentrated on only one specific form of problematic usage behaviour, making it impossible to systematically examine how different types of disordered use are related to each other and whether they have similar or different correlational characteristics. The present study focused on the co-occurrence of problematic social media use and problematic digital game use. Both constructs were measured with adap…

  • The Slippery Path to Total Presence

    Open Access•Lars-Ole Wehden, Felix Reer et al.•ARTICLE•Media and Communication•2021

    Researchers, game designers, and consumers place great hopes into the potential benefits of virtual reality (VR) technology on the user experience in digital games. Indeed, initial empirical research has shown that VR technology can improve the gaming experience in a number of ways compared to traditional desktop gaming, for instance by amplifying immersion and flow. However, on the downside, a mismatch between physical locomotion and the movemen…

  • Looking Ahead in Games Research

    Open Access•Marko Siitonen, Teresa De La Hera et al.•ARTICLE•Media and Communication•2021

    This thematic issue presents a number of emerging scholarships into the study of digital gaming. The articles are based on a 2019 symposium on game studies hosted by the Digital Games Research section of ECREA. As the phenomena related to digital gaming keep on evolving and emerging, so must research keep up with the times and constantly challenge itself. Whether speaking about validating previously developed research methods, imagining totally n…

  • Corrective Actions in the Information Disorder. The Role of Presumed Media Influence and Hostile Media Perceptions for the Countering of Distorted User-Generated Content

    Florian Wintterlin, Lena Frischlich et al.•ARTICLE•Political Communication•2021•Cited by: 5•References: 61

    In recent times, distorted information has frequently been discussed as a serious problem for democracies. There are concerns that such information spreading via social media may lead to severe effects, such as a decline in social cohesion. Apart from platforms and journalistic organizations, users play a decisive role in preventing the spread of distorted information by flagging, reporting or countering. The current study contributes to the lite…

  • The interplay of gaming disorder, gaming motivations, and the dark triad

    Open Access•Wai Yen Tang, Felix Reer et al.•ARTICLE•Journal of Behavioral Addictions•2020

  • A Computational Approach to Analyzing the Twitter Debate on Gaming Disorder

    Open Access•Tim Schatto-Eckrodt, Robin Janzik et al.•ARTICLE•Media and Communication•2020

    The recognition of excessive forms of media entertainment use (such as uncontrolled video gaming or the use of social networking sites) as a disorder is a topic widely discussed among scientists and therapists, but also among politicians, journalists, users, and the industry. In 2018, when the World Health Organization (WHO) decided to include the addictive use of digital games (gaming disorder) as a diagnosis in the International Classification …

  • Covid-19

    Open Access•Hannah R Marston, Loredana Ivan et al.•ARTICLE•Frontiers in Sociology•2020•Cited by: 4•References: 12

    Drawn from the stress process model, the pandemic has imposed substantial stress to individual economic and mental well-being and has brought unprecedented disruptions to social life. In light of social distancing measures, and in particular physical distancing because of lockdown policies, the use of digital technologies has been regarded as the alternative to maintain economic and social activities. This paper aims to describe the design and im…

  • Investigating sexual harassment in online video games

    Open Access•Wai Yen Tang, Felix Reer et al.•ARTICLE•Aggressive Behavior•2020•Cited by: 9•References: 65

    Online video games are social spaces for players from around the world. They use this space to form communities, relationships, and identities. However, gaming communities are not always welcoming, and some are even perceived as being “toxic.” A prevalent issue is online sexual harassment, which is keeping many women from participating in the gaming community. Research on the factors contributing to the problem is limited, though. The present stu…

  • Psychosocial well-being and social media engagement

    Open Access•Felix Reer, Wai Yen Tang et al.•ARTICLE•New Media & Society•2019•Cited by: 23•References: 5

    Based on a large representative sample of German Internet users aged 14–39 years, the current survey study investigates how three indicators of decreases in well-being (loneliness, anxiety, and depression) are connected to social media engagement (SME). To provide a deeper understanding of this relationship, not only direct links are inspected, but fear of missing out (FoMO) and social comparison orientation (SCO) are considered as possible media…

  • Psychosocial well-being and social media engagement

    Open Access•Felix Reer, Wai Yen Tang et al.•ARTICLE•New Media & Society•2019•Cited by: 23•References: 5

    Based on a large representative sample of German Internet users aged 14–39 years, the current survey study investigates how three indicators of decreases in well-being (loneliness, anxiety, and depression) are connected to social media engagement (SME). To provide a deeper understanding of this relationship, not only direct links are inspected, but fear of missing out (FoMO) and social comparison orientation (SCO) are considered as possible media…

  • Investigating sexual harassment in online video games

    Open Access•Wai Yen Tang, Felix Reer et al.•ARTICLE•Aggressive Behavior•2020•Cited by: 9•References: 65

    Online video games are social spaces for players from around the world. They use this space to form communities, relationships, and identities. However, gaming communities are not always welcoming, and some are even perceived as being “toxic.” A prevalent issue is online sexual harassment, which is keeping many women from participating in the gaming community. Research on the factors contributing to the problem is limited, though. The present stu…

  • Corrective Actions in the Information Disorder. The Role of Presumed Media Influence and Hostile Media Perceptions for the Countering of Distorted User-Generated Content

    Florian Wintterlin, Lena Frischlich et al.•ARTICLE•Political Communication•2021•Cited by: 5•References: 61

    In recent times, distorted information has frequently been discussed as a serious problem for democracies. There are concerns that such information spreading via social media may lead to severe effects, such as a decline in social cohesion. Apart from platforms and journalistic organizations, users play a decisive role in preventing the spread of distorted information by flagging, reporting or countering. The current study contributes to the lite…

  • Covid-19

    Open Access•Hannah R Marston, Loredana Ivan et al.•ARTICLE•Frontiers in Sociology•2020•Cited by: 4•References: 12

    Drawn from the stress process model, the pandemic has imposed substantial stress to individual economic and mental well-being and has brought unprecedented disruptions to social life. In light of social distancing measures, and in particular physical distancing because of lockdown policies, the use of digital technologies has been regarded as the alternative to maintain economic and social activities. This paper aims to describe the design and im…

  • Psychosocial well-being and social media engagement

    Open Access•Felix Reer, Wai Yen Tang et al.•ARTICLE•New Media & Society•2019•Cited by: 23•References: 5

    Based on a large representative sample of German Internet users aged 14–39 years, the current survey study investigates how three indicators of decreases in well-being (loneliness, anxiety, and depression) are connected to social media engagement (SME). To provide a deeper understanding of this relationship, not only direct links are inspected, but fear of missing out (FoMO) and social comparison orientation (SCO) are considered as possible media…

  • The interplay of gaming disorder, gaming motivations, and the dark triad

    Open Access•Wai Yen Tang, Felix Reer et al.•ARTICLE•Journal of Behavioral Addictions•2020

  • A Computational Approach to Analyzing the Twitter Debate on Gaming Disorder

    Open Access•Tim Schatto-Eckrodt, Robin Janzik et al.•ARTICLE•Media and Communication•2020

    The recognition of excessive forms of media entertainment use (such as uncontrolled video gaming or the use of social networking sites) as a disorder is a topic widely discussed among scientists and therapists, but also among politicians, journalists, users, and the industry. In 2018, when the World Health Organization (WHO) decided to include the addictive use of digital games (gaming disorder) as a diagnosis in the International Classification …

  • Covid-19

    Open Access•Hannah R Marston, Loredana Ivan et al.•ARTICLE•Frontiers in Sociology•2020•Cited by: 4•References: 12

    Drawn from the stress process model, the pandemic has imposed substantial stress to individual economic and mental well-being and has brought unprecedented disruptions to social life. In light of social distancing measures, and in particular physical distancing because of lockdown policies, the use of digital technologies has been regarded as the alternative to maintain economic and social activities. This paper aims to describe the design and im…

  • Investigating sexual harassment in online video games

    Open Access•Wai Yen Tang, Felix Reer et al.•ARTICLE•Aggressive Behavior•2020•Cited by: 9•References: 65

    Online video games are social spaces for players from around the world. They use this space to form communities, relationships, and identities. However, gaming communities are not always welcoming, and some are even perceived as being “toxic.” A prevalent issue is online sexual harassment, which is keeping many women from participating in the gaming community. Research on the factors contributing to the problem is limited, though. The present stu…

  • Investigating problematic social media and game use in a nationally representative sample of adolescents and younger adults

    Felix Reer, Ruth Wendt et al.•ARTICLE•Behaviour and Information…•2021

    Research on addictive media use has often concentrated on only one specific form of problematic usage behaviour, making it impossible to systematically examine how different types of disordered use are related to each other and whether they have similar or different correlational characteristics. The present study focused on the co-occurrence of problematic social media use and problematic digital game use. Both constructs were measured with adap…

  • The Slippery Path to Total Presence

    Open Access•Lars-Ole Wehden, Felix Reer et al.•ARTICLE•Media and Communication•2021

    Researchers, game designers, and consumers place great hopes into the potential benefits of virtual reality (VR) technology on the user experience in digital games. Indeed, initial empirical research has shown that VR technology can improve the gaming experience in a number of ways compared to traditional desktop gaming, for instance by amplifying immersion and flow. However, on the downside, a mismatch between physical locomotion and the movemen…

  • Looking Ahead in Games Research

    Open Access•Marko Siitonen, Teresa De La Hera et al.•ARTICLE•Media and Communication•2021

    This thematic issue presents a number of emerging scholarships into the study of digital gaming. The articles are based on a 2019 symposium on game studies hosted by the Digital Games Research section of ECREA. As the phenomena related to digital gaming keep on evolving and emerging, so must research keep up with the times and constantly challenge itself. Whether speaking about validating previously developed research methods, imagining totally n…

  • Corrective Actions in the Information Disorder. The Role of Presumed Media Influence and Hostile Media Perceptions for the Countering of Distorted User-Generated Content

    Florian Wintterlin, Lena Frischlich et al.•ARTICLE•Political Communication•2021•Cited by: 5•References: 61

    In recent times, distorted information has frequently been discussed as a serious problem for democracies. There are concerns that such information spreading via social media may lead to severe effects, such as a decline in social cohesion. Apart from platforms and journalistic organizations, users play a decisive role in preventing the spread of distorted information by flagging, reporting or countering. The current study contributes to the lite…

  • Examining the Interplay of Smartphone Use Disorder, Mental Health, and Physical Symptoms

    Open Access•Felix Reer, Lars-Ole Wehden et al.•ARTICLE•Frontiers in Public Health•2022

    The current study examined antecedents and possible consequences of smartphone use disorder (SmUD). In particular, we aimed to increase the understanding of the interplay of SmUD, mental health, and physical symptoms. Studies found that SmUD is associated with diverse psychological and physical health impairments, ranging from depression and anxiety to headaches and sleep disturbances. Based on existing works, we assumed that mental problems medi…

  • Virtual reality technology and game enjoyment

    Open Access•Felix Reer, Lars-Ole Wehden et al.•ARTICLE•Computers in Human Behavior•2022

  • “It’s us against them up there”

    Open Access•Florian Wintterlin, Tim Schatto-Eckrodt et al.•ARTICLE•Computers in Human Behavior•2023

  • Effects of student-owned and provided mobile devices on mathematical modeling competence

    Open Access•Maurice Krause, Gilbert Greefrath et al.•ARTICLE•Frontiers in Education•2024

    Introduction Nowadays, more and more digital resources are used in modern mathematical modeling classes. In order to access these resources, students need a suitable digital device—often mobile devices are used for this purpose. There are several concepts to enable students access to such devices. For example, students can be allowed to use their self-owned devices [Bring Your Own Device (BYOD) concept] or teachers can hand out school-owned devic…

  • A Survey Study on Public Attitudes Toward Gaming Disorder

    Open Access•Felix Reer, Lena Maria Küpper et al.•ARTICLE•Media and Communication•2025

    The World Health Organization’s decision to include addictive game use (“gaming disorder”) in the International Classification of Diseases was the subject of controversial scientific debates (e.g., Aarseth et al., 2017; Rumpf et al., 2018; for an overview, see Reer & Quandt, 2021). However, knowledge is scarce on how addictive game use is perceived outside of academic circles (Schatto-Eckrodt et al., 2020). The current study aimed to fill this re…

  • Games and Game Studies Are Meaningful—Are They

    Open Access•Felix Reer, Teresa De La Hera et al.•ARTICLE•Media and Communication•2025

    Building on the idea that digital games are more than trivial pastimes and can have deeper meanings, this article collection brings together emerging findings from the field of game studies. The foundation for this thematic issue was laid at the 2023 symposium of the Digital Games Research Section of the European Communication Research and Education Association (ECREA) held in Madrid. The articles in this collection examine the rich content of ga…

  • News from Every Angle

    Open Access•Lars-Ole Wehden, Lena Maria Küpper et al.•ARTICLE•Mass Communication & Society•2026•References: 15

Psychology (13 works) · Social Psychology (10 works) · Impact of Technology on Adolescents (7 works) · Political science (7 works) · Social media (7 works) · Computer Science (6 works) · Sociology (6 works) · Social Media and Politics (5 works) · Psychiatry (4 works) · Public relations (4 works)

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