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32
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Introduction
My research interests include computer game research, e-learning, mobile learning, and forms of (im)moral behaviour like aggression, helping and moral courage.
Since 2013, I teach statistical methods (e. g. multivariate methods, content analysis).
Current institution
Additional affiliations
Publications
Publications (32)
Aktuell findet eine große Debatte um Sexismus in der Online-Kommunikation statt. Dabei kann Sexismus die Form von sexistischer Online-Hassrede annehmen. Dieser Beitrag möchte die Frage beantworten, welche Randbedingungen mit sexistischer Online-Hassrede auf Videoplattformen zusammenhängen. Dazu wurde eine quantitative Inhaltsanalyse von Wotanis & M...
Online hate speech (OHS) is a prevalent societal problem, but most studies investigating the reasons and causes of OHS focus on the perpetrators' side while ignoring the bystanders' and the victims' side. This is also true for the underlying theories. Therefore, we proposed a new Action-Theoretical Model of Online Hate Speech (ATMOHS), which assume...
// Einleitung // Musik als Kunstform ist eng verbunden mit Erfahrungen von Liebe und Sexualität. Denn in intimen Situationen wird nicht selten Musik gehört. Darüber hinaus werden in der Musik, vor allem in Musikvideos und Songtexten, Sexualität und Liebe repräsentiert. Die bisherige inhaltsanalytische Forschung problematisiert gemäß medialer Sexual...
Die Prostitutionsregulierung in Europa ist heterogen: In Belgien beispielsweise ist die Prostitution anderen Wirtschaftsbranchen gleichgestellt (sog. Modell der Dekriminalisierung). In Deutschland ist sie bei Einhaltung von Sonderregeln erlaubt (Modell der Legalisierung). In Schweden sind Bordellbetreibende und Prostitutionskunden, nicht aber die P...
GESIS Guides to Digital Behavioral Data #12
freely available at:
https://www.gesis.org/fileadmin/admin/Dateikatalog/pdf/guides/12_Deubel_et_al._Overview_YouTube.pdf
Background
Rough sex refers to consensual sexual activities that incorporate playful aggression, such as hair pulling, spanking, or choking. It is relevant in the context of sexual health as it can enhance sexual arousal, pleasure, and intimacy among consenting partners. However, it can also be associated with consent violations, discomfort, and in...
Introduction: Since the 1960 s, there has been debate in academia, the women’s movement, and the general public about the fact that women experience orgasms less frequently than men during heterosex as well as why, and additionally about if and how to close this gender orgasm gap. Within a bio-psycho-social model of sexuality, gender orgasm gaps ar...
The rise of new technologies and platforms, such as mobile devices and streaming services, has substantially changed the media entertainment landscape and continues to do so. Since its subject of study is changing constantly and rapidly, research on media entertainment has to be quick to adapt. This need to quickly react and adapt not only relates...
Background
Although sex toys representing human body parts are widely accepted and normalized, human-like full-body sex dolls and sex robots have elicited highly controversial debates.
Objective
This systematic scoping review of the academic literature on sex dolls and sex robots, the first of its kind, aimed to examine the extent and type of exis...
Mit Mobilem Lernen sind unterschiedlichste Lehr-Lern-Settings gemeint, die zielgerichtet durch mobile Informations- und Kommunikationstechniken unterstützt und ergänzt werden. Bisherige Wirkungsanalysen zeichnen insgesamt ein positives Bild des M-Learning. Dennoch ist es in Deutschland nicht besonders populär. Im pädagogischen Kontext könnte dies a...
Online hate speech in general, and gendered online hate speech in particular, have become an issue of growing concern both in public and academic discourses. How-ever, although YouTube is the most important social media platform today and the popu-larity of social live streaming services (SLSS) such as Twitch, Periscope and YouNow is constantly gro...
BACKGROUND
Although sex toys representing human body parts are widely accepted and normalized, human-like full-body sex dolls and sex robots have elicited highly controversial debates.
OBJECTIVE
This systematic scoping review of the academic literature on sex dolls and sex robots, the first of its kind, aimed to examine the extent and type of exis...
Interpersonale Gewalt und Aggression werden heutzutage oft mittels digitaler Medien ausgeübt: Online Hate Speech, Cybermobbing, Online Grooming, Revenge Porn, Online Stalking, Trolling, Scamming und weitere Erscheinungsformen sind zu beobachten. Was wissen wir über diese Phänomene, ihre Ursachen und Erscheinungsformen sowie wirksame Gegenmaßnahmen?
Fail videos showing mishaps/accidents are very popular on YouTube. But is this genre affected by sexism, that is, are women portrayed more often than men in an objectifying, sexualized manner in the video clips (H1), and are women more likely than men to be the target of gendered online hate speech in the video comments (H2)? Quantitative content a...
This study conceptually and empirically extends a study by Wotanis and McMillan in which the authors claimed that female video producers are underrepresented on YouTube and receive much more negative (including hostile and sexist) feedback than male YouTubers. Using quantitative content analysis, this study supported the claim of female underrepres...
Objectives: Online sexual activities (OSA) and sexting are often framed as risk behaviors in adolescents. This study investigates experiences of adults. Methods: Based on the positive sexuality approach, the current study measured prevalence, predictors, and perceived outcomes of OSA and sexting in a national online sample of N = 1,500 participants...
Recent studies have found that digital games can be used to improve the players’ mood, especially after emotionally unpleasant experiences. We introduce competence repair as an extension of previous work on mood repair. To investigate the effects of digital games on both mood and competence repair, we conducted 3 studies using quiz games. In the qu...
Mit Mobilem Lernen sind unterschiedlichste Lehr-Lern-Settings gemeint, die zielgerichtet durch mobile Informations- und Kommunikationstechniken unterstützt und ergänzt werden. Bisherige Wirkungsanalysen zeichnen insgesamt ein positives Bild des M-Learning. Dennoch ist es in Deutschland nicht besonders
populär. Im pädagogischen Kontext könnte dies a...
The presentation reports on three quantitative manual content analyses of public comments on YouTube. The amount of hateful comments addressing female versus male YouTube content creators is compared.
The project eCULT is carried out by 11 universities/colleges and 2 registered associations in Lower Saxony, Germany (for the full list see www.ecult.me). The project's goal is to improve the quality of academic teaching and learning by using digital technologies in a meaningful didactical way. For this purpose, three spheres of action were identifi...
This chapter covers the topic of extensive modding in the area of experimental game research. In simplified terms, modding a computer game means changing specific aspects of how the game looks and feels to the user. This also includes applying minor changes to the game, such as changing the appearance of just a few objects, which does not require a...
The Competitive Reaction Time Task (CRTT) is the measure of aggressive behavior most commonly used in laboratory research. However, the test has been criticized for issues in standardization because there are many different test procedures and at least 13 variants to calculate a score for aggressive behavior. We compared the different published ana...
A recent meta-analysis of Anderson and colleagues (2010) shows that violent behavior in computer games promotes violent behavior in real-life and inhibits prosocial behavior. A couple of studies con-ducted by Greitemeyer and Osswald (2010) lead to the conclusion that helping behavior in computer games furthers helping behavior in real-life. There e...
In einer Untersuchung von Feltes und Goldberg (2006) an über 4.000 Achtklässlern berichten 8.5 % der Befragten, schon einmal jemanden beraubt zu haben, 9.5 % jemanden genötigt zu haben und 13.5 % jemanden so geschlagen oder getreten zu haben, dass dieser zum Arzt musste. In der gesellschaftlichen Diskussion solcher Phänomene werden oft Gewaltspiele...
Three hypotheses were tested to prove the effect of personal and situational factors on the willingness to act couragedly according to ones convictions (in german: zivilcoura-giertes Handeln). In the first hypothesis it was claimed that the willingness is higher if the personal attributes Cognitive Avoidance and Vigilance are high. In the se...
Questions
Questions (2)
Does anybody know of a correct way to calculate the optimal sample size for a discriminant analysis? I did neither find info on that, nor an R package or a webtool.
As a makeshift solution, I employed the MANOVA function from G*Power (because Tabachnick and Fidell describe discriminant analysis as "MANOVA turned around"). In the "MANOVA: Global effects", I entered my number of groups in the "Number of groups" form field, and the number of my discriminant variables in the "Response variables" form field.
However, when I select "MANOVA: Special effects and interactions", in addition to the "Response variables" form field, I also have to input the "Number of predictors", and I don't know what to enter there (see attachment).
Is there a better way to calculate the sample size? If not, what do I need to enter in the "Number of predictors" form field?
Thanks in advance for any suggestion!
I am looking for statistics about use of certain social media in adolescents. For instance, I like to know how many adolescents use Facebook, Twitter, Whatsapp and the like.
For Germany, I found three reports (JIM 2015, Bitkom 2014 and ARD/ZDF 2015).
For the USA, I only found the current "Teen, Social Media and Technology Overview" by Pew Research Center.
Are there any other reports like these, especially for the USA and Canada, that are freely available?