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Annika Brandtner

Biographic Data

ID7497301
NAMEAnnika Brandtner
GIVEN NAMESAnnika
FAMILY NAMEBrandtner
SIGNATUREBRANDTNER A
AFFILIATIONSUniversity of Duisburg-Essen
ORCID0000-0002-7646-2338
VERIFIEDYes
TOTAL WORKS8
TOTAL CITATIONS0
WORKS AS AUTHOR8
WORKS AS EDITOR0
FIRST PUBLICATION YEAR2021
LATEST PUBLICATION YEAR2026
H-INDEX0
  • A complementary perspective on the normality-disorder boundary in gaming disorder research

    Open Access•Annika Brandtner, Matthias Brand•ARTICLE•Journal of Behavioral Addictions•2026

    The viewpoint by King et al. (2025) highlights the challenge of distinguishing normative from disordered gaming. Time spent gaming or motivations such as mood regulation should not be considered diagnostic criteria on their own, but they nonetheless provide clinically relevant information. Extremely long playing times may point to functional impairment, and mechanisms like mood regulation, coping, or social connection, though not pathological per…

  • Approach-avoidance tendencies in problematic usage of the internet

    Open Access•Martin Diers, Silke M Müller et al.•ARTICLE•Journal of Behavioral Addictions•2026

  • Current interpretations of the I-Pace model of behavioral addictions

    Open Access•Matthias Brand, Astrid Müller et al.•ARTICLE•Journal of Behavioral Addictions•2025

  • Mindfulness programs for problematic usage of the internet

    Open Access•Johannes C Fendel, Annika Vogt et al.•ARTICLE•Journal of Behavioral Addictions•2024

  • How expected and experienced reward and relief contribute to gaming-related mental imagery and gaming frequency in daily life

    Open Access•Annika Brandtner, Silke M Müller et al.•ARTICLE•Journal of Behavioral Addictions•2023

  • The fear in desire

    Open Access•Annika Brandtner, Elisa Wegmann•ARTICLE•BMC Psychology•2023

    According to the Elaborated Intrusion Theory of Desire, desire thinking and an associated deficit are fundamental factors to the emergence of craving. In the special case of problematic social networking sites (SNS) use, this experienced deficit could be constituted of an online-specific fear of missing out (FoMO). To test the interaction of these cognitions and their influence on problematic SNS use, we tested a serial mediation model on a sampl…

  • How Different Gaming Genres Can Be Described by Required Skills and Motives for Playing

    Open Access•Annika Brandtner, Stephanie Antons et al.•ARTICLE•Cyberpsychology Behavior and…•2022

    With the drastic expansion of the games industry, psychological research is concerned with the question as to why certain genres might be more addictive than others. Besides specific games characteristics and motivational profiles of gamers, skills that are relevant to play certain games and genres might provide more insights for answering this question. An exploratory online survey was designed, asking for played genres, subjective relevance of …

  • Perceived Strain Due to Covid-19-Related Restrictions Mediates the Effect of Social Needs and Fear of Missing Out on the Risk of a Problematic Use of Social Networks

    Open Access•Elisa Wegmann, Annika Brandtner et al.•ARTICLE•Frontiers in Psychiatry•2021

    The occurrence of the COVID-19-virus led to drastic short-term measures to reduce its spread and influence. Regulations such as "physical distancing," mentioned as "social distancing," and the closure of public facilities during the lockdown could be perceived as burdensome especially by individuals who feel a strong need for social exchange and belonging. These components such as need to belong and the fear of missing out also play a major role …

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  • Perceived Strain Due to Covid-19-Related Restrictions Mediates the Effect of Social Needs and Fear of Missing Out on the Risk of a Problematic Use of Social Networks

    Open Access•Elisa Wegmann, Annika Brandtner et al.•ARTICLE•Frontiers in Psychiatry•2021

    The occurrence of the COVID-19-virus led to drastic short-term measures to reduce its spread and influence. Regulations such as "physical distancing," mentioned as "social distancing," and the closure of public facilities during the lockdown could be perceived as burdensome especially by individuals who feel a strong need for social exchange and belonging. These components such as need to belong and the fear of missing out also play a major role …

  • How Different Gaming Genres Can Be Described by Required Skills and Motives for Playing

    Open Access•Annika Brandtner, Stephanie Antons et al.•ARTICLE•Cyberpsychology Behavior and…•2022

    With the drastic expansion of the games industry, psychological research is concerned with the question as to why certain genres might be more addictive than others. Besides specific games characteristics and motivational profiles of gamers, skills that are relevant to play certain games and genres might provide more insights for answering this question. An exploratory online survey was designed, asking for played genres, subjective relevance of …

  • How expected and experienced reward and relief contribute to gaming-related mental imagery and gaming frequency in daily life

    Open Access•Annika Brandtner, Silke M Müller et al.•ARTICLE•Journal of Behavioral Addictions•2023

  • The fear in desire

    Open Access•Annika Brandtner, Elisa Wegmann•ARTICLE•BMC Psychology•2023

    According to the Elaborated Intrusion Theory of Desire, desire thinking and an associated deficit are fundamental factors to the emergence of craving. In the special case of problematic social networking sites (SNS) use, this experienced deficit could be constituted of an online-specific fear of missing out (FoMO). To test the interaction of these cognitions and their influence on problematic SNS use, we tested a serial mediation model on a sampl…

  • Mindfulness programs for problematic usage of the internet

    Open Access•Johannes C Fendel, Annika Vogt et al.•ARTICLE•Journal of Behavioral Addictions•2024

  • Current interpretations of the I-Pace model of behavioral addictions

    Open Access•Matthias Brand, Astrid Müller et al.•ARTICLE•Journal of Behavioral Addictions•2025

  • A complementary perspective on the normality-disorder boundary in gaming disorder research

    Open Access•Annika Brandtner, Matthias Brand•ARTICLE•Journal of Behavioral Addictions•2026

    The viewpoint by King et al. (2025) highlights the challenge of distinguishing normative from disordered gaming. Time spent gaming or motivations such as mood regulation should not be considered diagnostic criteria on their own, but they nonetheless provide clinically relevant information. Extremely long playing times may point to functional impairment, and mechanisms like mood regulation, coping, or social connection, though not pathological per…

  • Approach-avoidance tendencies in problematic usage of the internet

    Open Access•Martin Diers, Silke M Müller et al.•ARTICLE•Journal of Behavioral Addictions•2026

Impact of Technology on Adolescents (6 works) · Psychology (5 works) · Social Psychology (5 works) · Cognitive psychology (3 works) · Gratification (3 works) · Addiction (2 works) · Behavioral Health and Interventions (2 works) · Cognition (2 works) · Context (archaeology (2 works) · Gambling Behavior and Treatments (2 works)

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