Nicholas David Bowman
Orcid: 0000-0001-5594-9713Affiliations:
- Syracuse University, Syracuse, NY, USA
- Texas Tech University, Lubbock, TX, USA
According to our database1,
Nicholas David Bowman
authored at least 62 papers
between 2008 and 2025.
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Bibliography
2025
The effect of in-game moral choices and NPCs' identities on players' intergroup attitudes.
Entertain. Comput., 2025
2024
Gaming on the Go? Translation and Validation of the Video Game Demand Scale to Korean.
Int. J. Hum. Comput. Interact., November, 2024
J. Media Psychol. Theor. Methods Appl., 2024
"I did it without hesitation. Am I the bad guy?": Online conversations in response to controversial in-game violence.
New Media Soc., 2024
Players Just Want to Have Fun? An Exploratory Survey on Hedonic and Eudaimonic Game Motives.
Games Cult., 2024
Animating a Plausible Past: Perceived Realism and Sense of Place Influence Entertainment of and Tourism Intentions From Historical Video Games.
Games Cult., 2024
A genetically informed study of digital screen time, video game play, and impulsivity in established adulthood.
Comput. Hum. Behav., 2024
The [Object, Me, Symbiote, Other] in the Machine: Insights from Video Game Psychology for Teleoperator-Robot Relations.
Proceedings of the 57th Hawaii International Conference on System Sciences, 2024
Playing the (Streaming) Fame Game: (Re)presentations of success, challenges, and demand in streaming simulation games.
Proceedings of the 57th Hawaii International Conference on System Sciences, 2024
Murmuring Crowds and Flickering Lights: Exploring Sense of Place Across Spatial Materialities and Valences.
Proceedings of the 57th Hawaii International Conference on System Sciences, 2024
2023
Covariation among gaming motivations is correlated with anxiety and sociality: A latent class analysis.
Entertain. Comput., March, 2023
J. Media Psychol. Theor. Methods Appl., January, 2023
Int. J. Soc. Robotics, January, 2023
Fame! I wanna stream forever! Analysis and Critique of Successful Streamers' Advice to the Next Generation.
Proceedings of the 56th Hawaii International Conference on System Sciences, 2023
Unscripted, Unproduced, Unstaged: Audience Perceptions of Authenticity of Microstreamers.
Proceedings of the Companion Proceedings of the Annual Symposium on Computer-Human Interaction in Play, 2023
Replication and Extension of Video Game Demand Scale with a Turkish-Speaking Gamer Population.
Proceedings of the 2023 CHI Conference on Human Factors in Computing Systems, 2023
Comparing Measures of Perceived Challenge and Demand in Video Games: Exploring the Conceptual Dimensions of CORGIS and VGDS.
Proceedings of the 2023 CHI Conference on Human Factors in Computing Systems, 2023
2022
Innovating the Media Psychology of Interpretation, Identity, Interactivity, and Intersectionality.
J. Media Psychol. Theor. Methods Appl., 2022
J. Media Psychol. Theor. Methods Appl., 2022
Returning to Azeroth: Nostalgia, Sense of Place, and Social Presence in World of Warcraft Classic.
Games Cult., 2022
Watching VR advertising together: How 3D animated agents influence audience responses and enjoyment to VR advertising.
Comput. Hum. Behav., 2022
Shared Spaces as Authenticity: Exploring the Connectedness of the Physical Environments of Microstreamers and their Audience.
Proceedings of the 55th Hawaii International Conference on System Sciences, 2022
2021
Inspiring, Regulating, Multitasking, Modeling, and Shifting: Moving Media Psychology Forward Through Theoretical Innovation.
J. Media Psychol. Theor. Methods Appl., October, 2021
J. Media Psychol. Theor. Methods Appl., 2021
J. Media Psychol. Theor. Methods Appl., 2021
Researchers' commercial video game knowledge associated with differences in beliefs about the impact of gaming on human behavior.
Entertain. Comput., 2021
Proceedings of the Entertainment Computing - ICEC 2021, 2021
Streaming into the Void: An Analysis of Microstreaming Trends and Behaviors Utilizing a Demand Framework.
Proceedings of the 54th Hawaii International Conference on System Sciences, 2021
A Chinese-Language Validation of the Video Game Demand Scale (VGDS-C): Measuring the Cognitive, Emotional, Physical, and Social Demands of Video Games.
Proceedings of the CHI '21: CHI Conference on Human Factors in Computing Systems, 2021
Flow Encourages Task Focus, but Frustration Drives Task Switching: How Reward and Effort Combine to Influence Player Engagement in a Simple Video Game.
Proceedings of the CHI '21: CHI Conference on Human Factors in Computing Systems, 2021
2020
J. Media Psychol. Theor. Methods Appl., 2020
2019
The common player-avatar interaction scale (cPAX): Expansion and cross-language validation.
Int. J. Hum. Comput. Stud., 2019
Entertain. Comput., 2019
College instructors and the digital red pen: An exploratory study of factors influencing the adoption and non-adoption of digital written feedback technologies.
Comput. Educ., 2019
Social and Entertainment Gratifications of Videogame Play Comparing Robot, AI, and Human Partners.
Proceedings of the 28th IEEE International Conference on Robot and Human Interactive Communication, 2019
2018
The effect of moral intuitions on decisions in video game play: The impact of chronic and temporary intuition accessibility.
New Media Soc., 2018
Comput. Educ., 2018
Passive and Active Social Media Use and Depressive Symptoms Among United States Adults.
Cyberpsychology Behav. Soc. Netw., 2018
2017
Fun Versus Meaningful Video Game Experiences: A Qualitative Analysis of User Responses.
Comput. Games J., 2017
2016
Avatars are (sometimes) people too: Linguistic indicators of parasocial and social ties in player-avatar relationships.
New Media Soc., 2016
Learned risks and experienced rewards: Exploring the potential sources of students' attitudes toward social media and face-to-face communication.
Internet High. Educ., 2016
Emotion, anthropomorphism, realism, control: Validation of a merged metric for player-avatar interaction (PAX).
Comput. Hum. Behav., 2016
Using instructor-led Facebook groups to enhance students' perceptions of course content.
Comput. Hum. Behav., 2016
2015
"In the Mood to Game": Selective exposure and mood management processes in computer game play.
New Media Soc., 2015
Int. J. Technol. Hum. Interact., 2015
"The app market has been candy crushed": Observed and rationalized processes for selecting smartphone games.
Entertain. Comput., 2015
The effects of static avatars on impression formation across different contexts on social networking sites.
Comput. Hum. Behav., 2015
It's not the model that doesn't fit, it's the controller! The role of cognitive skills in understanding the links between natural mapping, performance, and enjoyment of console video games.
Comput. Hum. Behav., 2015
When the ball stops, the fun stops too: The impact of social inclusion on video game enjoyment.
Comput. Hum. Behav., 2015
Two faces of narcissism on SNS: The distinct effects of vulnerable and grandiose narcissism on SNS privacy control.
Comput. Hum. Behav., 2015
The use and acceptance of new media entertainment technology by elderly users: development of an expanded technology acceptance model.
Behav. Inf. Technol., 2015
2014
"I see smart people!": Using Facebook to supplement cognitive and affective learning in the university mass lecture.
Internet High. Educ., 2014
Private flirts, public friends: Understanding romantic jealousy responses to an ambiguous social network site message as a function of message access exclusivity.
Comput. Hum. Behav., 2014
2013
Elderly people and morality in virtual worlds: A cross-cultural analysis of elderly people's morality in interactive media.
New Media Soc., 2013
2012
New Media Soc., 2012
Commun. Res., 2012
How demanding is social media: Understanding social media diets as a function of perceived costs and benefits - A rational actor perspective.
Comput. Hum. Behav., 2012
"I'm Attached, and I'm a Good Guy/Gal!": How Character Attachment Influences Pro- and Anti-Social Motivations to Play Massively Multiplayer Online Role-Playing Games.
Cyberpsychology Behav. Soc. Netw., 2012
2010
J. Media Psychol. Theor. Methods Appl., 2010
2008
"They May Be Pixels, But They're MY Pixels: " Developing a Metric of Character Attachment in Role-Playing Video Games.
Cyberpsychology Behav. Soc. Netw., 2008