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Dive into the research topics where Nicholas David Bowman is active.

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Featured researches published by Nicholas David Bowman.


Cyberpsychology, Behavior, and Social Networking | 2008

They may be pixels, but they're MY pixels: developing a metric of character attachment in role-playing video games.

Melissa L. Lewis; René Weber; Nicholas David Bowman

This paper proposes a new and reliable metric for measuring character attachment (CA), the connection felt by a video game player toward a video game character. Results of construct validity analyses indicate that the proposed CA scale has a significant relationship with self-esteem, addiction, game enjoyment, and time spent playing games; all of these relationships are predicted by theory. Additionally, CA levels for role-playing games differ significantly from CA levels of other character-driven games.


Media Psychology | 2013

Facilitating Game Play: How Others Affect Performance at and Enjoyment of Video Games

Nicholas David Bowman; René Weber; Ron Tamborini; John L. Sherry

The current study implements the drive theory of social facilitation to explain the influence of audience presence in video game play. This integration is an important one for research aiming to understand the experience of video game play, as the social aspect of video game play is a relevant dimension of the technology often ignored in research on gaming experiences. The study finds a significant positive association between non-gaming cognitive abilities (such as hand–eye coordination and mental rotation ability) and performance at a first-person shooter. Data also support the social facilitation hypothesis: Game play in the presence of a physical audience significantly predicts increased game performance. Social facilitation effects are only found for low-challenge games where the drive-inducing capacity of task challenge is minimized. Resultant influences on game enjoyment are less clear.


New Media & Society | 2012

Task demand and mood repair: The intervention potential of computer games

Nicholas David Bowman; Ron Tamborini

It is argued that computer game play has great potential to intervene in noxious mood states because it is a more demanding task than consuming other forms of media. From mood management theory, this increased intervention potential should make computer games particularly adept mood repair agents. To test this assertion, a study was conducted that varied levels of task demand (our operationalization of intervention potential) in a computer game to examine mood repair for bored and stressed individuals. Results show that increasing the amount of control an individual has over a mediated environment significantly increases that medium’s intervention potential. This increase in intervention potential results in an enhanced ability to relieve boredom and stress, but too much task demand is detrimental to mood repair.


Media Psychology | 2012

Gut or Game? The Influence of Moral Intuitions on Decisions in Video Games

Sven Joeckel; Nicholas David Bowman; Leyla Dogruel

Recent theorizing on the role of morality in media entertainment suggests morality serves as a guiding force in audience reactions to content. Using moral foundations theory as a base, research has found significant associations between moral salience and audience preferences for and responses to film and television varying in their presentations of morality. Our study extends this work by testing the same relationship in video games. Because a distinguishing factor between video games and traditional media is interactivity, our study focuses on how moral salience predicts decisions made in a video game. We find that increased moral salience led to a decreased probability of moral violations, while decreased moral salience led to an observed random (50%) distribution of violations. This finding was largely stable across different morality subcultures (German, United States) and age groups (adolescents and elderly), with deviations from this pattern explained by theory. We interpret this as evidence for a gut or game explanation of decision making in video games. When users encounter virtual scenarios that prime their moral sensitivities, they rely on their moral intuitions; otherwise, they make satisficing decisions not as an indication of moral corruption but merely as a continuation of the virtual experience.


New Media & Society | 2015

“In the Mood to Game”: Selective exposure and mood management processes in computer game play:

Nicholas David Bowman; Ron Tamborini

Previous research shows that the influence of a computer game’s task demand on the mood-repair capacity of game play follows a quadratic trend: mood repair increases as task demand goes from low to moderate levels, after which further increases in demand reduce repair. Applying selective exposure logic to this finding, we reasoned that familiarity with games known to vary in task demand should influence game choice among users experiencing negative moods. To test this, a 2 × 3 experiment was conducted, varying induced participant mood (boredom, stress) and computer game task demand (low, moderate, or high). Findings revealed a curvilinear association between task demand and game choice replicating the association between task demand and mood repair in previous research. Participants preferred moderate task demand over high and low task demand, and this preference was stronger for stressed participants. In addition and in line with mood management theory, resultant mood repair was greatest for stressed individuals choosing moderate demand, and bored individuals choosing high demand.


Mobile media and communication | 2015

Choosing the right app: An exploratory perspective on heuristic decision processes for smartphone app selection

Leyla Dogruel; Sven Joeckel; Nicholas David Bowman

Decision-making theories have argued that many daily decisions are the result of heuristic rather than systematic processes. Given the ubiquity of smartphones as mobile communication and computing devices along with the vast smartphone app market, our exploratory study aimed to understand how heuristics guide smartphone app selection. Observing 49 smartphone users from the US and Germany viewing 189 total apps from three predetermined categories, the current study identified five decision-making heuristics used to download a variety of smartphone apps. Of these, four were variants of a “Take the First” (TtF) heuristic that allowed smartphone users to quickly navigate the app market, by passing a good deal of other informational cues in order to download apps that were simply highly rated or ranked. Reliance on heuristic processing is useful in helping navigate the app market, but it also results in smartphone users overlooking potentially important app information.


Behaviour & Information Technology | 2015

The use and acceptance of new media entertainment technology by elderly users: development of an expanded technology acceptance model

Leyla Dogruel; Sven Joeckel; Nicholas David Bowman

Research on elderly peoples ICT acceptance and use often relies on the technology acceptance model (TAM) framework, but has been mostly limited to task-oriented uses. This article expands approaches in technology acceptance and use by developing a model to explain entertainment-related uses of new media technology by elderly people. On a theoretical level, we expand the TAM perspective by adding concepts that act as barriers and/or facilitators of technology acceptance, namely technophobia, self-efficacy and previous experience and expertise with technology. We develop an expanded TAM by testing the role of these concepts in two studies on entertainment media technology. In Study 1, we investigate behavioural intention to use 3D cinema among N = 125 German elderly media users (Age 50+). In Study 2, we focus the actual use of a computer game simulation by N = 115 German and US elderly media users (Age 50+). Findings in both studies point towards the central role of perceived usefulness, here modelled as enjoyment, as the reason for elderly peoples use and acceptance of entertainment media technology. Perceived ease of use is seen as a precondition for enjoyment, particularly for interactive media.


Mass Communication and Society | 2013

Predicting media appeal from instinctive moral values

Ron Tamborini; Allison Eden; Nicholas David Bowman; Matthew Grizzard; René Weber; Robert Joel Lewis

Zillmanns moral sanction theory defines morality subcultures for entertainment as groups of media viewers who evaluate character actions with shared value systems. However, the theory provides no a priori means to identify these shared value systems. The model of intuitive morality and exemplars incorporates a theoretical framework for identifying and testing the factors from which these shared value systems emerge. This study applies the models framework, based on 5 “moral domains” from moral foundations theory, to test the influence of shared value systems on character perceptions and narrative appeal. A within-subject experiment varied violation of these five domains (care, fairness, ingroup loyalty, authority, and purity) and narrative resolutions (positive or negative outcomes) in 10 short narrative scenarios. The 5 domains predicted character perceptions and narrative appeal. The results are discussed in terms of the utility of these domains for understanding the reciprocal relationship between audience values and media response.


Computers in Human Behavior | 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

Ryan Rogers; Nicholas David Bowman; Mary Beth Oliver

Examines differences between a motion controller and a traditional controller.Cognitive skills predicted performance for both controllers.Motion control was significantly more frustrating.Evidence that traditional controller was more naturally mapped for gameplay. This study examines differences in performance, frustration, and game ratings of individuals playing first-person shooter video games using two different controllers (motion controller and a traditional, push-button controller) in a within-subjects, randomized order design. Structural equation modeling was used to demonstrate that cognitive skills such as mental rotation ability and eye/hand coordination predicted performance for both controllers, but the motion control was significantly more frustrating. Moreover, increased performance was only related to game ratings for the traditional controller input. We interpret these data as evidence that, contrary to the assumption that motion controlled interfaces are more naturally mapped than traditional push-button controllers, the traditional controller was more naturally mapped as an interface for gameplay.


New Media & Society | 2016

Avatars are (sometimes) people too: Linguistic indicators of parasocial and social ties in player–avatar relationships:

Jaime Banks; Nicholas David Bowman

As principal links between players and many gameworlds, avatars are of central importance in understanding human behavior and communication in play. In particular, the connection between player and avatar is understood as influencing a range of cognitive, affective, and behavioral play phenomena. Divergent approaches examine this connection from both parasocial (one-way, non-dialectical) and social (two-way, dialectical) perspectives. This study examined how player–avatar connections may be better understood by integrating an existing parasocial approach (character attachment [CA]) with a social approach (player–avatar relationships [PARs]). A quantitative linguistic analysis of massively multiplayer online game (MMO) player interviews revealed statistically robust associations among language patterns, dimensions of CA, and PAR types. Validating and extending prior research, findings highlight the importance of self-differentiation and anthropomorphization in suspending disbelief so that the avatar may be taken as a fully social agent.

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Ron Tamborini

Michigan State University

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Jaime Banks

West Virginia University

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Leyla Dogruel

Free University of Berlin

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Matthew Grizzard

State University of New York System

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Allison Eden

VU University Amsterdam

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Robert Joel Lewis

University of Texas at Austin

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Ariel Shensa

University of Pittsburgh

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