Nicholas David Bowman

Orcid: 0000-0001-5594-9713

Affiliations:
  • Syracuse University, Syracuse, NY, USA
  • Texas Tech University, Lubbock, TX, USA


According to our database1, Nicholas David Bowman authored at least 56 papers between 2008 and 2024.

Collaborative distances:
  • Dijkstra number2 of five.
  • Erdős number3 of five.

Timeline

Legend:

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PhD thesis 
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Bibliography

2024
Animating a Plausible Past: Perceived Realism and Sense of Place Influence Entertainment of and Tourism Intentions From Historical Video Games.
Games Cult., 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

A Note of Thanks, and a Nod Towards Internationalization.
J. Media Psychol. Theor. Methods Appl., January, 2023

Perceived Moral Patiency of Social Robots: Explication and Scale Development.
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

Expanded Coverage and Expanding Our Editorial Team.
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

Further Validation and Cross-Cultural Replication of the Video Game Demand Scale.
J. Media Psychol. Theor. Methods Appl., 2021

Steering Through and Growing From Turbulent Times.
J. Media Psychol. Theor. Methods Appl., 2021

Digital gaming audiences: Awareness, without closeness.
Entertain. Comput., 2021

Researchers' commercial video game knowledge associated with differences in beliefs about the impact of gaming on human behavior.
Entertain. Comput., 2021

How Awe Affects Players' Entertainment Experiences Over Six Weeks of Playing.
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
Call for Papers: "Theoretical Consolidation and Innovation in Media Psychology".
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

Setting the digital stage: Defining game streaming as an entertainment experience.
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

Does teaching with PowerPoint increase students' learning? A meta-analysis.
Comput. Educ., 2018

Passive and Active Social Media Use and Depressive Symptoms Among United States Adults.
Cyberpsychology Behav. Soc. Netw., 2018

2017
"Drive the Lane; Together, Hard!".
J. Media Psychol. Theor. Methods Appl., 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

Grand Theft Auto(mation): Travel Mode Habits and Video Games.
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
Task demand and mood repair: The intervention potential of computer games.
New Media Soc., 2012

What Is Most Important for My Country Is Not Most Important for Me.
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
Gender Attribution in Online Video Games.
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


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