First Supervisor of Bachelor Theses

Bachelor Theses
2017 Krijgsman, J. (2017). From The Clone Wars To A Digital Clone:Analayzing the audience perception of the artificial Governor Tarkin in Rogue One: A Star Wars story.
Mersel, J. M. (2017). Gaming for a good mood How frustration influences stress levels considering video games.
Schröder, N. (2017). Characters as Friends:Exploring Influences of Media Interactivity on Parasocial Relationships.
Shirvariandya, E. (2017). The impact of social media characters on online self-disclosureA study of user’s online behaviors through Instagram.
Sieber, K. (2017). Schadenfreude: The Cure for Sadness. Repairing moods through reality TV.
Determan, J. (2017). The purpose of the SMI: How social media influencers are perceived and used differently by Twitter users.
Foe A Man, S. (2017). Attempting to diminish prejudice with new female stereotypes.
Franken, S. (2017). What is the effect of gender on the play motives, passion and addiction of MMORPG players?
Hussainali, K. (2017). Small cues making lasting impressions. An experimental study on the persuasiveness of end-cards on Youtube.
Khanagyhan, L. (2017). You are not missing out!   Quantitative analysis of fear of missing out in connection with experiencing and constructing hyperreality and one’s negative state of mind
2016 Boekhold, J. (2016). The truth behind the cameras: placing white privilege in the spotlight. A content analysis on the notion of white privilege in the American movie industry.
De Kwaastienet, Y. (2016). Procrastinating recovery away. An online experiment researching the effect of procrastination on media induced recovery.
Rodriguez, K. I. (2016). Believe in your #SELFie: Quantitative analysis of “selfie posting behavior” on Facebook in relation to the Big 5 personality characterisitcs, narcissism, self-esteem, loneliness, self-determination theory (intrinsic vs. extrinsic motivations), facebook usage, age and gender
Vernon, R. (2016). Where have you been? The effects FOMO has on social connectedness, mobile phone usage, obsessive and harmonious passion and negative emotional state among millennials.
Gerova, V. (2016). The effect of reality TV on mood: How do low and high-quality reality TV shows affect peoples’ moods?
Dimova, E. (2016). Fast Dating: Content analysis on the psychology of a Tinder user.
Widjaya, R. (2016). When we root for murderers: Factors that contribute to the viewers’ perception of their favorite character as a hero or antihero.
Velichkov, D. (2016). The Intolerant Dutch: Edutainment on Attitude Change Towards BDSM; the Case of Bulgaria vs The Netherlands
De Fretes, E. (2016). Cold-hearted or still empathic: Are pubic service advertisements still able to engage their audience?
Gutschke, M. (2016). Sitcoms revised. The effects of sexist humour in the media on the audience’s attitudes.
2015 Annard, R. (2015). Fear of missing out, facebook, passion and personality.
Bieleman, Y. (2015). It’s all fine and dandy. An analysis into the effects of emplying nontraditional male gender roles in advertising.
De Jong Beekhuijsen, M. (2015). Studying media enjoyment: Does the medium make the message?
Mezadargeh, N. (2015). Iranian People on Dutch Television: A quantitative study on the possible impacts of the Dutch documentary “Our Man in Tehran” on the stereotype perception about Iran and Iranian people.
Oltmanns, M.-A. (2015). Online dating and percpetions on romantic relationships.
Raksanugraha, R. S. (2015). It’s Youtaite with a You: The dissemination and re-appropriation of cultural values in global prosumer fandoms.
Uhlenbeck, C. (2015). Is stereotyping fun? The influence of the portrayal of the “dumb Blonde” and the “Ugly Awkward Scientist” on mood.
Wezenberg, L. (2015). Jelousy with romantic relationships affected by the online social networking service: Facebook.
2014 Akins, O. (2014). Smartphone Overuse and the Perception of Smartphone Overuse.
Alkamade, R. (2014). Girls just want to be Girls. A Quantitative Study on the Identification Process of Women on the Television Show Girls.
Bakana, T. (2014). To Post or not to Post. A Quantitative Study on the Influence of Facebook Posts on Person Perception.
Bouzza, S. (2014). Narcissism 2.0. A Quantitative Study on the Relationship between Narcissism and Facebook Usage.
Hloubinová, M. (2014). Don’t swipe me away! Quantitative analysis of active and passive usage of dating applications in connection with Big 5 personality traits and self-perception.
Kuppenveld, v. S. (2014). Dragons don’t objectify! The Effects of Weak and Strong Depictions of Women in TV Shows on the Objectification of Women and Self-Objectification.
Spiekermann-Roberts, C. C. (2014). Shooting the Anger Away: Analysing the Cathartic Motivations for Violent Video Game Play.
Spoon, J. (2014). LinkedIn: Uses and Gratifications of Students and Young Professionals.
Wang, L. (2014). Disgust Eliciting Visual Framing of Animal Experimentation and its Effects on Attitude.
2013 Bouvier, S. (2013). Nation Branding as an element of digital public diplomacy: The case of Qatar.
Chan, D. (2013). Online gambling and youth: A quantitative study on the influence of betting bonus advertisements on the gambling perception of youngsters.
Comba, S. (2013). Personalized Facebook Advertising: Trust and attitude as predictors of online buying intention and buying behavior of consumers.
Cornelissen, M. (2013). Cross-cultural research: The use of humor in television advertising in the Netherlands and the USA.
Dooms, J. (2013). With or Without a Condom? The case of ad awareness in South Africa and the Netherlands.
Kalan, Y. (2013). Personalized advertising: perfect discrimination? A qualitative study of the perception of personalized on- and offline advertisements of younger and older adults.
Meyer, G. (2013). Is annoying effective? A quantitative study on the effects of annoying TV advertisements on consumers’ minds.
Tsjardiwal, L. (2013). Personalized online-advertising: Attitude and affect as predictors of online buying intention and past buying behavior.
Van der Waarde, B. (2013). Avoidance of personalized advertisement: The role of attitude and affect.
Van Leest, M. (2013). Personalized advertising: perfect discrimination? A qualitative study of the perception of personalized on- and offline advertisements of younger and older adults.
2012 Derenne, T. Leidenschaft oder Sucht (2012). Trennung von ungesundem versus gesundem Spielverhalten [Passion or addiction: Discrimination between unhealthy and healthy playing behaviour].
Gerstenberger, K. (2012). Stereotype thread oder soziale Vergleichsprozesse? Der Einfluss von Casting Shows auf die kognitive Leistungsfähigkeit [Stereotype thread or social comparison? The impact of casting shows on cognitive performance].
Herwick, S . (2012). And justice for all…? Implizite Vorurteile vs. implizite Nutzungsmotive bezüglich Heavy Metal Musik [And justice for all…? Implicit prejudice vs. implicit gratifications concerning heavy metal music].
Kocher, V. (2012). Persönlichkeitseigenschaften, soziales Umfeld oder Spielmotive: qualitative Befragungen von Experten zum Thema Computerspielsucht [Traits, environment, or game play motivation: Qualitative interviews of experts concerning digital game play addiction].
Matthes, I. (2012). Frauen in Führungspositionen – Geschlechtsstereotype im Managementkontext [Women in leadership positions – gender stereptypes and management context].
2011 Brantzen, C. (2011). Paranoid?! Vorurteile gegenüber Heavy Metal Musik [Paranoid?! Prejudice against heavy metal music].
Heldmann, N. (2011). Von Pac Man zu World of Warcraft – Nutzungsmotive von Computerspieler/innen im Generationsvergleich [From Pac Man to World of Warcraft – differences in game play motivation among younger and older digital game players].
Wingender, L. (2011). Berufliche Risikofaktoren für Work-Family Conflict bei hoch qualifizierten Frauen [Working related risk factors of work-family conflicts among high qualified women].