Annika Brandtner
Biographic Data
| ID | 7497301 |
|---|---|
| NAME | Annika Brandtner |
| GIVEN NAMES | Annika |
| FAMILY NAME | Brandtner |
| SIGNATURE | BRANDTNER A |
| AFFILIATIONS | University of Duisburg-Essen |
| ORCID | 0000-0002-7646-2338 |
| VERIFIED | Yes |
| TOTAL WORKS | 8 |
| TOTAL CITATIONS | 0 |
| WORKS AS AUTHOR | 8 |
| WORKS AS EDITOR | 0 |
| FIRST PUBLICATION YEAR | 2021 |
| LATEST PUBLICATION YEAR | 2026 |
| H-INDEX | 0 |
A complementary perspective on the normality-disorder boundary in gaming disorder research
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
Current interpretations of the I-Pace model of behavioral addictions
Mindfulness programs for problematic usage of the internet
How expected and experienced reward and relief contribute to gaming-related mental imagery and gaming frequency in daily life
The fear in desire
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
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
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
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
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
The fear in desire
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
Current interpretations of the I-Pace model of behavioral addictions
A complementary perspective on the normality-disorder boundary in gaming disorder research
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
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)