Social capital in World of Warcraft guilds: Construction and evaluation of a path model. - Felix Reer; Nicole C. Krämer (FDG, 2013)

Underlying factors of social capital acquisition in the context of online-gaming: Comparing World of Warcraft and Counter-Strike. - Felix Reer; Nicole C. Krämer (Comput. Hum. Behav., 2014)

The Connection Between Introversion/Extraversion and Social Capital Outcomes of Playing World of Warcraft. - Felix Reer; Nicole C. Krämer (Cyberpsychology Behav. Soc. Netw., 2017)

Psychological need satisfaction and well-being in first-person shooter clans: Investigating underlying factors. - Felix Reer; Nicole C. Krämer (Comput. Hum. Behav., 2018)

Online sexual engagement and psychosocial well-being: The mediating role of sexual victimization experiences. - Ruth Festl; Felix Reer; Thorsten Quandt (Comput. Hum. Behav., 2019)

Are online role-playing games more social than multiplayer first-person shooters? Investigating how online gamers' motivations and playing habits are related to social capital acquisition and social support. - Felix Reer; Nicole C. Krämer (Entertain. Comput., 2019)

Psychosocial well-being and social media engagement: The mediating roles of social comparison orientation and fear of missing out. - Felix Reer; Wai Yen Tang; Thorsten Quandt (New Media Soc., 2019)

A self-determination theory-based laboratory experiment on social aspects of playing multiplayer first-person shooter games. - Felix Reer; Nicole C. Krämer (Entertain. Comput., 2020)

Investigating problematic social media and game use in a nationally representative sample of adolescents and younger adults. - Felix Reer; Ruth Festl; Thorsten Quandt (Behav. Inf. Technol., 2021)

Virtual reality technology and game enjoyment: The contributions of natural mapping and need satisfaction. - Felix Reer; Lars-Ole Wehden; Robin Janzik; Wai Yen Tang; Thorsten Quandt (Comput. Hum. Behav., 2022)

"It's us against them up there": Spreading online disinformation as populist collective action. - Florian Wintterlin; Tim Schatto-Eckrodt; Lena Frischlich; Svenja Boberg; Felix Reer; Thorsten Quandt (Comput. Hum. Behav., 2023)

Digital gaming during the COVID-19 pandemic: Examining the interplay of psychosocial problems, gaming motivations, and gaming disorder severity. - Felix Reer (Entertain. Comput., 2025)

Mobile learning in the classroom - Should students bring mobile devices for learning, or should these be provided by schools? - Daniel Laumann; Maurice Krause; Fabienne E. Kremer; Barbara Leibrock; Malte Ubben; Boris Forthmann; Robin Janzik; Dörthe Masemann; Felix Reer; Cornelia Denz; Gilbert Greefrath; Susanne Heinicke; et al. (Educ. Inf. Technol., 2025)