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André Melzer

Biographic Data

ID5449122
NAMEAndré Melzer
GIVEN NAMESAndré
FAMILY NAMEMelzer
SIGNATUREMELZER A
AFFILIATIONSUniversity of Luxembourg
ORCID0000-0003-3717-5229
VERIFIEDYes
TOTAL WORKS9
TOTAL CITATIONS13
AUTHOR COUNT9
EDITOR COUNT0
FIRST PUBLICATION YEAR2012
LATEST PUBLICATION YEAR2024
H-INDEX2
  • The Motivation to Play Scale (Mops) - introducing a validated measure of gaming motivation

    Open Access•Elisabeth Holl, Philipp E Sischka et al.•ARTICLE•Current Psychology•2024

  • Meatless masculinity: Examining profiles of male veg*n eating motives and their relation to gendered self-concepts

    Open Access•Kim C Kakoschke, Miriam‐Linnea Hale et al.•ARTICLE•Current Psychology•2023

  • Uncovering the Role of Mindfulness in Autonomous Motivation across Physical Education and Leisure Time: Extending the Trans-Contextual Model

    Open Access•Djenna Hutmacher, Melanie Eckelt et al.•ARTICLE•International Journal of…•2022

    Mindfulness is assumed to foster the ability to consistently act in line with one's authentic self; a skill which has been found to enhance students' autonomous motivated behavior in the educational context. However, evidence regarding how mindfulness can be integrated into existing conceptual frameworks such as the trans-contextual model is scarce. Therefore, the present study aimed to evaluate the role of mindfulness in students' autonomous mot…

  • Last Man Standing: Battle Royale Games Through the Lens of Self-Determination Theory

    Open Access•Martha Fernandez de Henestrosa, Joël Billieux et al.•ARTICLE•Games and Culture•2022•References: 5

    The highly popular video game genre of Battle Royale (BR) games is characterized by survival and exploration elements that feature a last-man-standing gameplay, thus, motivating players to be the final contestant in the game. Drawing on the Self-Determination Theory the present study investigated the role of personal values, psychological needs and well-being in a self-selected sample of 303 BR gamers recruited online. The association between pla…

  • Moral decision‐making in video games: A focus group study on player perceptions

    Open Access•Elisabeth Holl, Steve Bernard et al.•ARTICLE•Human Behavior and Emerging…•2020

  • Parental Mediation of Children's Television and Video Game use in Germany: Active and Embedded in Family Processes

    Violetta Katharina Schaan, André Melzer•ARTICLE•Journal of Children and Media•2015

    In a survey study, 158 dyads of German parents and their 9 to 12-year-old children reported on their television and video game (VG) consumption, parental mediation strategies, and family climate. Parents also reported their beliefs concerning media effects. We found that mediation strategies differ from acknowledged media usage conceptions in that parents play a more active role than previously assumed. Restrictive mediation comprises rules and r…

  • Empathy and Violent Video Games: Aggression and Prosocial Behavior

    Open Access•Christian Happ, André Melzer•BOOK•Empathy and Violent Video Games•2014

    Through three empirical studies, this book explores the mechanisms behind moderating functions of empathy in violent video games, revealing new insights that will inform the ongoing debates about the

  • Like the good or bad guy—Empathy in antisocial and prosocial games

    Christian Happ, André Melzer et al.•ARTICLE•Psychology of Popular Media Culture•2014•Cited by: 4•References: 17

    peer reviewed

  • Macbeth and the Joystick: Evidence for moral cleansing after playing a violent video game

    Open Access•Mario Gollwitzer, André Melzer•ARTICLE•Journal of Experimental Social…•2012•Cited by: 9•References: 22

  • Macbeth and the Joystick: Evidence for moral cleansing after playing a violent video game

    Open Access•Mario Gollwitzer, André Melzer•ARTICLE•Journal of Experimental Social…•2012•Cited by: 9•References: 22

  • Like the good or bad guy—Empathy in antisocial and prosocial games

    Christian Happ, André Melzer et al.•ARTICLE•Psychology of Popular Media Culture•2014•Cited by: 4•References: 17

    peer reviewed

  • Macbeth and the Joystick: Evidence for moral cleansing after playing a violent video game

    Open Access•Mario Gollwitzer, André Melzer•ARTICLE•Journal of Experimental Social…•2012•Cited by: 9•References: 22

  • Empathy and Violent Video Games: Aggression and Prosocial Behavior

    Open Access•Christian Happ, André Melzer•BOOK•Empathy and Violent Video Games•2014

    Through three empirical studies, this book explores the mechanisms behind moderating functions of empathy in violent video games, revealing new insights that will inform the ongoing debates about the

  • Like the good or bad guy—Empathy in antisocial and prosocial games

    Christian Happ, André Melzer et al.•ARTICLE•Psychology of Popular Media Culture•2014•Cited by: 4•References: 17

    peer reviewed

  • Parental Mediation of Children's Television and Video Game use in Germany: Active and Embedded in Family Processes

    Violetta Katharina Schaan, André Melzer•ARTICLE•Journal of Children and Media•2015

    In a survey study, 158 dyads of German parents and their 9 to 12-year-old children reported on their television and video game (VG) consumption, parental mediation strategies, and family climate. Parents also reported their beliefs concerning media effects. We found that mediation strategies differ from acknowledged media usage conceptions in that parents play a more active role than previously assumed. Restrictive mediation comprises rules and r…

  • Moral decision‐making in video games: A focus group study on player perceptions

    Open Access•Elisabeth Holl, Steve Bernard et al.•ARTICLE•Human Behavior and Emerging…•2020

  • Uncovering the Role of Mindfulness in Autonomous Motivation across Physical Education and Leisure Time: Extending the Trans-Contextual Model

    Open Access•Djenna Hutmacher, Melanie Eckelt et al.•ARTICLE•International Journal of…•2022

    Mindfulness is assumed to foster the ability to consistently act in line with one's authentic self; a skill which has been found to enhance students' autonomous motivated behavior in the educational context. However, evidence regarding how mindfulness can be integrated into existing conceptual frameworks such as the trans-contextual model is scarce. Therefore, the present study aimed to evaluate the role of mindfulness in students' autonomous mot…

  • Last Man Standing: Battle Royale Games Through the Lens of Self-Determination Theory

    Open Access•Martha Fernandez de Henestrosa, Joël Billieux et al.•ARTICLE•Games and Culture•2022•References: 5

    The highly popular video game genre of Battle Royale (BR) games is characterized by survival and exploration elements that feature a last-man-standing gameplay, thus, motivating players to be the final contestant in the game. Drawing on the Self-Determination Theory the present study investigated the role of personal values, psychological needs and well-being in a self-selected sample of 303 BR gamers recruited online. The association between pla…

  • Meatless masculinity: Examining profiles of male veg*n eating motives and their relation to gendered self-concepts

    Open Access•Kim C Kakoschke, Miriam‐Linnea Hale et al.•ARTICLE•Current Psychology•2023

  • The Motivation to Play Scale (Mops) - introducing a validated measure of gaming motivation

    Open Access•Elisabeth Holl, Philipp E Sischka et al.•ARTICLE•Current Psychology•2024

Psychology (9 works) · Social Psychology (8 works) · Video game (6 works) · Multimedia (5 works) · Computer Science (4 works) · Developmental psychology (4 works) · Digital Games and Media (4 works) · Impact of Technology on Adolescents (4 works) · Social Psychology (4 works) · Empathy (3 works)

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