Leonard Reinecke
Orcid: 0000-0003-0927-5492
According to our database1,
Leonard Reinecke
authored at least 25 papers
between 2003 and 2024.
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Bibliography
2024
Trapped Between Goal Conflict and Availability Norm?: How Users' Mobile Messaging Behavior During Task Engagement Influences Negative Self-Conscious Emotions.
J. Media Psychol. Theor. Methods Appl., January, 2024
2021
Too Much or Too Little Messaging? Situational Determinants of Guilt About Mobile Messaging.
J. Comput. Mediat. Commun., 2021
2018
Permanently online and permanently procrastinating? The mediating role of Internet use for the effects of trait procrastination on psychological health and well-being.
New Media Soc., 2018
Mind-Wandering and Mindfulness as Mediators of the Relationship Between Online Vigilance and Well-Being.
Cyberpsychology Behav. Soc. Netw., 2018
2017
No place for negative emotions? The effects of message valence, communication channel, and social distance on users' willingness to respond to SNS status updates.
Comput. Hum. Behav., 2017
Corrigendum to ""Facebocrastination"? Predictors of using Facebook for procrastination and its effects on students' well-being" [Computers in Human Behavior 64 (2016) 65-76].
Comput. Hum. Behav., 2017
2016
Media Use and Well-Being: New Perspectives on the Risks and Benefits of Media Exposure.
J. Media Psychol. Theor. Methods Appl., 2016
"Facebocrastination"? Predictors of using Facebook for procrastination and its effects on students' well-being.
Comput. Hum. Behav., 2016
2014
Authenticity and well-being on social network sites: A two-wave longitudinal study on the effects of online authenticity and the positivity bias in SNS communication.
Comput. Hum. Behav., 2014
The interplay of intrinsic need satisfaction and Facebook specific motives in explaining addictive behavior on Facebook.
Comput. Hum. Behav., 2014
2013
The reciprocal effects of social network site use and the disposition for self-disclosure: A longitudinal study.
Comput. Hum. Behav., 2013
2012
The social side of gaming: How playing online computer games creates online and offline social support.
Comput. Hum. Behav., 2012
2011
The Pleasures of Success: Game-Related Efficacy Experiences as a Mediator Between Player Performance and Game Enjoyment.
Cyberpsychology Behav. Soc. Netw., 2011
Proceedings of the Privacy Online, 2011
2010
J. Media Psychol. Theor. Methods Appl., 2010
2009
Creating Virtual Alter Egos or Superheroines? Gamers' Strategies of Avatar Creation in Terms of Gender and Sex.
Int. J. Gaming Comput. Mediat. Simulations, 2009
Cyberpsychology Behav. Soc. Netw., 2009
2008
2006
Internet und Persönlichkeit. Differentiell-psychologische und diagnostische Aspekte der Internetnutzung.
Z. für Medienpsychologie, 2006
2004
Bericht zur dritten Fachgruppentagung Medienpsychologie in der Deutschen Gesellschaft für Psychologie vom 10. bis 12. September 2003 in Saarbrücken.
Z. für Medienpsychologie, 2004
Community-Building with Web-Based Systems - Investigating a Hybrid Community of Students.
Comput. Support. Cooperative Work., 2004
2003
Proceedings of the 2003 International ACM SIGGROUP Conference on Supporting Group Work, 2003