Kneer, J., Zhang, Y., Żerebecki, G. B., & Wulf, T. (2022). Same gaming: An exploration of relationships between gender traits, sexual orientation, motivations, and enjoyment of playing video games. Simulation & Gaming.

Żerebecki, B. G., van der Vliet, E., & Kneer, J. (2022). I want to be you (r friend): An investigation of the effects of gendered personality traits on engagement with different Modern Family characters. Journalism and Media3(2), 362-381.

Ferguson, C. J., Sauer, J. D., Drummond, A., Kneer, J., & Lowe-Calverley, E. (2022). Does sexualization in video games cause harm in players? A meta-analytic examination. Computers in Human Behavior, 135, 107341.


Kneer, J. & Ward, M. R. (2021). With a rebel yell: Video gamers’ responses to mass shooting moral panics. New Media & Society, 23(3), 497-514.

Jacobs, R. S., Werning, S., Jansz, J., & Kneer, J. (2021). Procedural arguments of persuasive games: An elaboration likelihood perspective. Journal of Media Psychology: Theories, Methods, and Applications33(2).


Van Eldik, A.K, Kneer, J., Lutkenhaus, R. O., & Jansz, J. (2019). Urban Influencers: An analysis of urban identity in YouTube Content of local social media influencers in a super-diverse city. Frontiers in Psychology, 10.

Eischeid, S., Kneer, J., & Englich, B. (2019). Peace of Mind: The influence of metal gestures on stress and power. Metal Music Studies, 5(2), 137-150

Kneer, J., van Eldik, A., Jansz, J., Eischeid, S., & Usta, M. (2019). With a little help from my friends: Peer coaching for refugee adolescents and the role of social media. Media and Communication, 7(2), 264- 274.

Van Eldik, A., Kneer, J., & Jansz, J. (2019). Urban & Online: Social media use amongst adolescents and sense of belonging to a super-diverse city.  Media and Communication, 7(2), 242-253.

Kneer, J., Franken, S., & Reich, S. (2019). Not only for the (tom)boys: Gender variables as predictors for playing motivations, passion, and addiction for MMORPG. Simulation & Gaming, 50(1), 44-61.


Kneer, J., Jacobs, R., & Ferguson, C. J. (2018). You could have just asked: The perception of motivations to play violent video games. Studies in Media and Communication, 6(2), online first.

Kneer, J. & Jacobs, R. (2018). Grow up, level up, and game on: Evolving games research. Media and Communication, 6(2), 56-59.


Kneer J. (2017). Effect sizes.  SAGE Encyclopedia of Communication Research Methods (pp. 406-408). London, SAGE Publications, Inc. ISBN: 978-1-48338-143-5.

Kneer J. (in press). Range.  SAGE Encyclopedia of Communication Research Methods (pp. 1401-1402). London, SAGE Publications, Inc. ISBN: 978-1-48338-143-5.


Kneer, J. (2016). Are we evil? Yes we are – but at least not crazy! How to test implicit associations with metal music of fans and non-fans. Metal Music Studies, 2(1), 69-86. doi: 10.1386/mms.2.1.69_1

Kneer J. (in press). Effect sizes. SAGE Encyclopedia of Communication Research Methods.

Kneer J. (in press). Effect sizes. SAGE Encyclopedia of Communication Research Methods.


Kneer, J., & Elson, M., & Knapp, F. (2015). Fighting fire with rainbows: Effects of violent content versus complexity of digital games on aggression. Computers in Human Behaviors, online first. DOI: 10.1016/j.chb.2015.07.034

Kneer, J. & Rieger, D. (2015). The memory remains: How Heavy Metal fans buffer against the fear of death. Psychology in Popular Media and Culture, online first. DOI: 10.103/ppm0000072

Kneer, J. & Rieger, D. (2015). Problematic game play: The diagnostic value of playing motives, passion, and playing time in men. Behavioral Sciences, 5, 203–213. DOI: 10.3390/bs5020203

Rieger, D., Frischlich, L., Wulf, T., Bente, G., & Kneer, J. (2015). Eating Ghosts: The underlying mechanisms of mood repair via interactive and non-interactive media. Psychology in Popular Media and Culture, 4(2), 138-154. DOI: 10.1037/ppm0000018

Elson, M., Breuer, J., Van Looy, J., Kneer, J., & Quandt, T. (2015). Comparing Apples and oranges? Evidence for pace of action as a confound in research on violence in digital games. Psychology in Popular Media, and Culture, 4(2),112-125. DOI: 10.1037/ppm0000010


Kneer, J. Krolak-Schwerdt, S., Wintermantel, M., & Renaud, D. (2015). Eye movement measures to study the processing of social information. In S. Freyermuth, D. Keller, & J.-F. P. Bonnot (Eds.), Semiotique du mouvement (pp. 329-354). Peter Lang: Bern. ISBN: 978-3-0343-1678-1


Rieger, D., Wulf, T., Kneer, J., Frischlich, L., & Bente, G. (2014). The winner takes it all: The effect of in-game success and need satisfaction on mood repair and enjoyment. Computers in Human Behavior, 39, 281-286. DOI: 10.1016/j.chb.2014.07.037

Kneer, J., Rieger, D., Fergueson, C., & Ivory, J. (2014). Awareness of risk factors for digital game addiction: Interviewing players and counselors. International Journal of Mental Health and Addiction, 12(5), 585-599. DOI: 10.1007/s11469-014-9489-y

Krolak-Schwerdt, S., Kneer, J., Wintermantel, M., & Junker, N. (2014). Reading about Persons: The Mental Representation of Person Descriptions. In S. R. Nasato (Ed.) Advances in Social Cognition Research. Nova. ISBN: 978-1-63321-736-2


Kocher, V., & Kneer, J. (2013). “Ich spiele, also bin ich?” – Risikofaktoren fuer die Entstehung einer Computerspielsucht. Das In-Mind Magazin, 4.

Glock, S., Kneer, J., & Kovacs, C. (2013). Preservice teachers’ implicit attitudes toward students with and without immigration background: A pilot study. Studies in Educational Evaluation, 39, 204-210. DOI: 10.1016/j.stueduc.2013.09.003

Kneer, J., & Glock, S. (2013). Escaping in digital games: The relationship between motivations for play and addictive tendencies. Computers in Human Behavior, 29, 1415-1420. DOI: 10.1016/j.chb.2013.01.030


Kneer, J., Glock, S., Beskes, S., & Bente, G. (2012). Are digital games perceived as fun or danger? Suppressing and supporting different game-related concepts. Cyberpsychology, Behavior, and Social Networking, 15(11), 604-609. DOI: 10.1089/cyber.2012.0171

Kneer, J., Munko, D., Glock, S., & Bente, G. (2012). Defending the Doomed: Implicit strategies concerning protection of First Person Shooter games. Cyberpsychology, Behavior, and Soical Networking, 15(5), 251-256. DOI: 10.1089/cyber.2011.058

Kneer, J., Glock, S., & Rieger, D. (2012). Fast and not furious? Cognitive dissonance reduction in smokers. Social Psychology, 43(2), 81-91. DOI: 1027/1864-9335/a000086


Kneer, J., Hemme, I., & Bente, G. (2011). Vicarious belongingness. Effects of socio-emotional commercials under mortality salience. Journal of Media Psychology, 23(3), 133–140. DOI: 10.1027/1864-1105/a000045

Glock, S., Kneer, J., & Krolak-Schwerdt, S. (2011). Impression formation or prediction? Category fit and task influence forensic person memory. Journal of Forensic Psychology Practice, 11(5), 391-405DOI: 10.1080/15228932.2011.588529

Kneer, J., Rieger, D., Frischlich, D., & Munko, D. (2011). Goethe vs. Rammstein: Who is allowed to play with madness? The influence of muscial taste on prejudice against heavy metal lyrics. In: C.A. McKinnon, N. Scott, & K. Sollee. (2010) Can I play with madness? Metal, Dissonance, Madness & Alienation (pp. 3-18). Inter-Disciplinary Press.


Glock, S., Kneer, J., & Krolak-Schwerdt, S. (2010). Aktenzeichen Gefangener: Strategien zur Verarbeitung von Informationen über Gefangene in der Vollzugspsychologie und ihre Folgen [Penal system – prisoners in forensic psychology – information processing strategies in penal systems and their consequences]. Kriminalistik,1, 43-46.


Kneer, J. (2010). Unreal Tournament?! Der Einfluss von Spielerfahrung auf Vorurteile gegenüber First-Person Shooter Spielern [Unreal Tournament?! The impact of gaming experience on prejudice against First-Person Shooter gamers]. In W. Kaminski & M. Lorber (Eds.)


Glock, S., & Kneer, J. (2009). Game over? The impact of knowledge about violent digital games on the activation of aggression-related concepts. Journal of Media Psychology, 21(4), 151 – 161. DOI: 10.1027/1864-1105.21.4.151

Glock, S., & Kneer, J. (2009). Are deterrent pictures effective? The impact of warning labels on cognitive dissonance in smokers. Applied Psychology: Health and well-being, 1(3), 356 – 373. DOI: 10.1111/j.1758-0854.2009.01019.x


Kneer, J., & Glock, S. (2008). Werden Raucher von Warnhinweisen auf Zigarettenschachteln beeinflusst? Eine sozialpsychologische Perspektive [Do warning labels on cigarette packet impact smokers? A social-psychological perspective]. Zeitschrift für Sozialmanagement, 6, 99 – 108.

Krolak-Schwerdt, S., Wintermantel, M., Junker, N., & Kneer, J. (2008). Reading about persons: The effects of conjunctions on the mental representation of person descriptions. Swiss Journal of Psychology, 67(1), 5 -18. DOI: 10.1024/1421-0185.67.1.5


Kneer, J. (2008). Messung von Veränderungen [Measurement of change]. In K. Henning, A. Ricert, F. Hees (Hrsg.), Präventiver Arbeits- und Gesundheitsschutz 2020 (pp. 123 – 133). Aachen: Wissenschaftsverlag Mainz.


Kneer, J. (2007). Kausale Relationen im Persongedächtnis [Causal relationships in the Person Memory]. Hamburg: Dr. Kovac.

Krolak-Schwerdt, S., & Kneer, J. (2006). Reading time and eye movement methods to study the processing of social information. Zeitschrift für Sozialpsychologie, 37(3), 141 – 150.

Kneer, J., Ernst, A., Eisentraut, R., Nethe, M., & Mauser, W. (2003). Interdisziplinäre Modellbildung und Simulation: Das Beispiel GLOWA-Danube. Umweltpsychologie, 7(2), 54-70.


Krolak-Schwerdt, S., & Kneer, J. (2006). Wie bilden wir uns einen Eindruck aus Personbeschreibungen? [How do we format an impression out of person descriptions?]. Magazin Forschung, 2, 40 – 48.