Staff

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Vita

Johannes Breuer graduated in media studies (media psychology & cultural studies) at the University of Cologne in 2007 (Diplom). From 2007 to 2010 he worked in the EU-funded project “Psychologically Augmented Social Interaction Over Networks” (PASION) at the University of Cologne (Prof. Dr. Gary Bente). From 2010 to 2014 he worked in the ERC project “The Social Fabric Of Virtual Life: A longitudinal multi-method study on the social foundations of online gaming“ (SOFOGA; PI: Prof. Dr. Thorsten Quandt; 2010-2012: University of Hohenheim, 2012-2014: University of Münster). In 2013 he received his PhD in psychology from the University of Cologne. From January 2015 to March 2017 he Held a postdoc position at the chair for media and communication psychology at the University of Cologne (Prof. Dr. Gary Bente) and was also part of the ERC-funded project “Redefining Tie Strength: How social media (can) help us to get non-redundant information and emotional support” (ReDefTie; PI: Prof. Dr. Sonja Utz) at the Leibniz-Institut für Wissensmedien (Knowledge Media Research Center) in Tübingen from April 2015 to March 2017. In April 2017 he joined the Team Data Linking and Data Security at GESIS.

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Service

Linking survey data and digital trace data; archiving digital trace data

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Research

Johannes Breuer's research interests include the use and effects of digital games, learning with new media, the methods of media (effects) research, data management, and open science. 

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Publications

Publication

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Journal article

Dienlin, Tobias, Niklas Johannes, Nicholas D. Bowman, Philipp K. Masur, Sven Engesser, Anna Sophie Kümpel, Josephine Lukito, Lindsey M. Bier, Renwen Zhang, Benjamin K. Johnson, Frank M. Schneider, Johannes Breuer, Douglas A. Parry, Ivar Vermeulen, Jacob T. Fisher, Jaime Banks, René Weber, David A. Ellis, Tim Smits, James Ivory, Sabine Trepte, Bree McEwan, Eike Mark Rinke, German Neubaum, Stephan Winter, Christopher J. Carpenter, Nicole Krämer, Sonja Utz, Julian Unkel, Xiaohui Wang, Brittany I. Davidson, Nuri Kim, Andrea Stevenson Won, Emese Domahidi, Neil A. Lewis, and Claes de Vreese. 2020. "An Agenda for Open Science in Communication." Journal of Communication online first. doi: http://dx.doi.org/10.1093/joc/jqz052.

Scharkow, Michael, Frank Mangold, Sebastian Stier, and Johannes Breuer. 2020. "How social network sites and other online intermediaries increase exposure to news." Proceedings of the National Academy of Sciences 117 (6): 2761-2763. doi: http://dx.doi.org/10.1073/pnas.1918279117.

Stier, Sebastian, Johannes Breuer, Pascal Siegers, and Kjerstin Thorson. 2020. "Integrating Survey Data and Digital Trace Data: Key issues in developing an emerging field." Social Science Computer Review 38 (5): 503-516. doi: http://dx.doi.org/10.1177/0894439319843669.

Breuer, Johannes, Tim Wulf, and M. Rohangis Mohseni. 2020. "New formats, new methods: Computational approaches as a way forward for media entertainment research ; Editorial." Media and Communication 8 (3): 147-152. doi: http://dx.doi.org/10.17645/mac.v8i3.3530.

Wulf, Tim, Nicholas D. Bowman, John Velez, and Johannes Breuer. 2020. "Once upon a game: Exploring video game nostalgia and its impact on well-being." Psychology of Popular Media Culture 9 (1): 83-95. doi: http://dx.doi.org/10.1037/ppm0000208.

Trixa, Jessica, and Johannes Breuer. 2020. "Press Start: Digitale Spiele im Unterricht." Grundschule (05/2020): 53-55.

Breuer, Johannes, Libby Bishop, and Katharina E. Kinder-Kurlanda. 2020. "The practical and ethical challenges in acquiring and sharing digital trace data: negotiating public-private partnerships." New Media & Society 22 (11): 2058-2080. doi: http://dx.doi.org/10.1177/1461444820924622.

Koban, Kevin, Johannes Breuer, Diana Rieger, M. Rohangis Mohseni, Stephanie Noack, Gary Bente, and Peter Ohler. 2019. "Playing for the thrill and skill: Quiz games as means for mood and competence repair." Media Psychology 22 (5): 743–768. doi: http://dx.doi.org/10.1080/15213269.2018.1515637.

Utz, Sonja, and Johannes Breuer. 2019. "The Relationship between Networking, Linkedin Use and Retrieving Informational Benefits." Cyberpsychology, Behavior, and Social Networking 22 (3): 180-185. doi: http://dx.doi.org/10.1089/cyber.2018.0294.

Domahidi, Emese, Johannes Breuer, Rachel Kowert, Ruth Festl, and Thorsten Quandt. 2018. "A Longitudinal Analysis of Gaming- and Non-Gaming-Related Friendships and Social Support Among Social Online Game Players." Media Psychology 21 (2): 288-307. doi: http://dx.doi.org/10.1080/15213269.2016.1257393.

Klein, Olivier, Tom E. Hardwicke, Frederik Aust, Johannes Breuer, Henrik Danielsson, Alicia Hofelich Mohr, Hans Ijzerman, Gustav Nilsonne, Wolf Vanpaemel, and Michael C. Frank. 2018. "A practical guide for transparency in psychological science." Collabra: Psychology 4 (1): 1-15. doi: http://dx.doi.org/10.1525/collabra.158.

Breuer, Johannes, and Daniel Tolks. 2018. "Grenzen von Serious Games for Health." Prävention und Gesundheitsförderung 13 (4): 327-332. doi: http://dx.doi.org/10.1007/s11553-018-0654-1.

Wulf, Tim, Nicholas D. Bowman, Diana Rieger, John Velez, and Johannes Breuer. 2018. "Video games as time machines: Video game nostalgia and the success of retro gaming." Media and Communication 6 (2): 60-68. doi: http://dx.doi.org/10.17645/mac.v6i2.131.

Breuer, Johannes, John Velez, Nicholas D. Bowman, Tim Wulf, and Gary Bente. 2017. "'Drive the lane; together, hard!': An examination of the effects of supportive co-playing and task difficulty on prosocial behavior." Journal of Media Psychology 29 (1): 31-41. doi: http://dx.doi.org/10.1027/1864-1105/a000209.

Utz, Sonja, and Johannes Breuer. 2017. "The relationship between use of social network sites, online social support, and well-being: Results from a 6-wave longitudinal study." Journal of Media Psychology 29 (3): 115-125. doi: http://dx.doi.org/10.1027/1864-1105/a000222.

Breuer, Johannes. 2016. "Der Ernst des Spielens : Serious Games und (Digital) Game- Based Learning." Themenheft „Neue Medien als Arbeitsmethode in Jugendwerkstätten und Pro-Aktiv-Centren“ der Landesarbeitsgemeinschaft der Jugendsozialarbeit in Niedersachsen (2): 3-12. http://nord.jugendsozialarbeit.de/fileadmin/Bilder/2016_Themenhefte/Themenheft_Neue_Medien_mittel.pdf.

Utz, Sonja, and Johannes Breuer. 2016. "Informational benefits from social media use for professional purposes: Results from a longitudinal study." Cyberpsychology: Journal of Psychosocial Research on Cyberspace 10 (4). doi: http://dx.doi.org/10.5817/CP2016-4-3. https://cyberpsychology.eu/article/view/6276/5896.

De Grove, Frederik, Johannes Breuer, Vivian Chen, Thorsten Quandt, Rabindra Ratan, and Jan Van Looy. 2016. "Validating the Digital Games Motivation Scale for Comparative Research between Countries." Communication Research Reports 34 (1): 37-47. doi: http://dx.doi.org/10.1080/08824096.2016.1250070.

Elson, Malte, Johannes Breuer, Julia Kneer, and Jan Van Looy. 2015. "Comparing apples and oranges? : Evidence for pace of action as a confound in research on digital games and aggression." Psychology of Popular Media Culture 4 (2): 112-125. doi: http://dx.doi.org/10.1037/ppm0000010.

Breuer, Johannes, Rachel Kowert, Ruth Festl, and Thorsten Quandt. 2015. "Sexist games = sexist gamers? A longitudinal study on the relationship between video game use and sexist attitudes." Cyberpsychology, Behavior, and Social Networking 18 (4): 197-202. doi: http://dx.doi.org/10.1089/cyber.2014.0492.

Breuer, Johannes, Michael Scharkow, and Thorsten Quandt. 2015. "Sore Losers? A Reexamination of the Frustration–Aggression Hypothesis for Colocated Video Game Play." Psychology of Popular Media Culture 4 (2): 126-137. doi: http://dx.doi.org/10.1037/ppm0000020.

Breuer, Johannes, Jens Vogelgesang, Thorsten Quandt, and Ruth Festl. 2015. "Violent Video Games and Physical Aggression: Evidence for a Selection Effect Among Adolescents." Psychology of Popular Media Culture 4 (4): 305-328. doi: http://dx.doi.org/10.1037/ppm0000035.

Breuer, Johannes, Ruth Festl, and Thorsten Quandt. 2014. "Aggression and Preference for First-Person Shooter and Action Games: Data From a Large-Scale Survey of German Gamers Aged 14 and Above." Communication Research Reports 31 (2): 183-196. doi: http://dx.doi.org/10.1080/08824096.2014.907146.

Elson, Malte, Johannes Breuer, and Thorsten Quandt. 2014. "Gewalt erzeugt Mediengewalt - oder umgekehrt? Über den Zusammenhang von Aggression und der Nutzung digitaler Spiele." In-Mind: The Inquisitive Mind (3). http://de.in-mind.org/article/gewalt-erzeugt-mediengewalt-oder-umgekehrt-ueber-den-zusammenhang-von-aggression-und-der.

Elson, Malte, Johannes Breuer, James Ivory, and Thorsten Quandt. 2014. "More Than Stories With Buttons: Narrative, Mechanics, and Context as Determinants of Player Experience in Digital Games." Journal of Communication 64 (3): 521-542. doi: http://dx.doi.org/10.1111/jcom.12096.

Elson, Malte, M. Rohangis Mohseni, Johannes Breuer, Michael Scharkow, and Thorsten Quandt. 2014. "Press CRTT to Measure Aggressive Behavior: The Unstandardized Use of the Competitive Reaction Time Task in Aggression Research." Psychological Assessment 26 (2): 419-432. doi: http://dx.doi.org/10.1037/a0035569.

Breuer, Johannes, Michael Scharkow, and Thorsten Quandt. 2014. "Tunnel Vision or Desensitization?: The Effect of Interactivity and Frequency of Use on the Perception and Evaluation of Violence in Digital Games." Journal of Media Psychology 26 (4): 176-188. doi: http://dx.doi.org/10.1027/1864-1105/a000122.

Quandt, Thorsten, Johannes Breuer, Ruth Festl, and Michael Scharkow. 2013. "Digitale Spiele: Stabile Nutzung in einem dynamischen Markt. Langzeitstudie GameStat: Repräsentativbefragungen zu digitalen Spielen in Deutschland 2010 bis 2013." Media Perspektiven (10): 438-492. http://www.ard-werbung.de/fileadmin/user_upload/media-perspektiven/pdf/2013/10-2013_Quandt_Breuer_Festl_Scharkow_KORR.pdf.

Breuer, Johannes, Ruth Festl, and Thorsten Quandt. 2012. "Digital War: an Empirical Analysis of Narrative Elements in Military First-Person Shooters." Journal of Gaming and Virtual Worlds 4 (3): 215-237. doi: http://dx.doi.org/10.1386/jgvw.4.3.215_1.

Breuer, Johannes, and Gary Bente. 2010. "Why so serious? On the relation of serious games and learning." Eludamos. Journal for Computer Game Culture 4 (1): 7-24. http://www.eludamos.org/index.php/eludamos/article/view/vol4no1-2/150.

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Contribution to edited volume

Breuer, Johannes, and Josephine Schmitt. 2019. "Serious Games in der Gesundheitskommunikation." In Handbuch der Gesundheitskommunikation. Kommunikationswissenschaftliche Perspektiven, edited by Constanze Rossmann, and Matthias Hastall, 197-207. Wiesbaden: Springer. doi: http://dx.doi.org/10.1007/978-3-658-10948-6_16-1.

Lange, Benjamin P., Johannes Breuer, Benny Liebold, and Daniel Pietschmann. 2019. "Why an Evolutionary Psychological Approach to Digital Games?." In Evolutionary Psychology and Digital Games, edited by Johannes Breuer, Daniel Pietschmann, Benny Liebold, and Benjamin P. Lange, 1-13. New York: Routledge.

Breuer, Johannes. 2019. "You Learn What You Play: On the Fundamental Coupling of Playing and Learning in Humans and Digital Games." In Evolutionary Psychology and Digital Games, edited by Johannes Breuer, Daniel Pietschmann, Benny Liebold, and Benjamin P. Lange, 167-178. New York: Routledge.

Breuer, Johannes. 2018. "Blame the Players, Don’t Blame the Games: Why We Should Worry Less About Sexist Video Game Content and Focus More on Interactions Between Players." In Video Game Influences on Aggression, Cognition, and Attention, edited by Christopher J. Ferguson, 137-149. Cham: Springer. doi: http://dx.doi.org/10.1007/978-3-319-95495-0_11.

Breuer, Johannes, and Malte Elson. 2017. "Frustration-aggression theory." In The Wiley Handbook of Violence and Aggression, edited by Peter Sturmey, Hoboken, NJ: Wiley.

Breuer, Johannes. 2017. "Hate Speech in Online Games." In Online Hate Speech: Perspektiven auf eine neue Form des Hasses, edited by Kai Kaspar, Lars Gräßer, and Aycha Riffi, Schriftenreihe zur digitalen Gesellschaft NRW 4, 107-112. München: kopaed.

Breuer, Johannes. 2017. "Non vitae, sed ludo discimus? Grenzen des Lernens mit Computerspielen." In Spielend lernen! Computerspiele(n) in Schule und Unterricht, edited by Wolfgang Zielinski, Sandra Aßmann, Kai Kaspar, and Peter Moormann, Schriftenreihe zur digitalen Gesellschaft NRW 5, 17-26. München: kopaed.

Breuer, Johannes. 2017. "R (software)." In International Encyclopedia of Communication Research Methods, edited by Jörg Matthes, Hoboken, NJ: Wiley. doi: http://dx.doi.org/10.1002/9781118901731.iecrm0201.

Kowert, Rachel, Johannes Breuer, and Thorsten Quandt. 2017. "Women are from FarmVille, Men are from ViceCity: The cycle of exclusion and sexism in video game content and culture." In New Perspectives on the Social Aspects of Digital Gaming: Multiplayer 2, edited by Rachel Kowert, and Thorsten Quandt, Routledge Advances in Game Studies, 136-150. London; New York: Routledge.

Breuer, Johannes, and Thorsten Quandt. 2016. "Wer spielt was auf welchem Gerät mit wem mit welchem Effekt? Videospiele aus Sicht der Kommunikationswissenschaft." In Gesundheit spielend fördern: Potenziale und Herausforderungen von digitalen Spieleanwendungen für die Gesundheitsförderung und Prävention, edited by Kevin Dadaczynski, Stephan Schiemann, and Peter Paulus, 76-97. Weinheim und Basel: Beltz Juventa.

Breuer, Johannes, Malte Elson, Daniel Pietschmann, and Benny Liebold. 2015 (Forthcoming). "Spectator Mode: Forschungsethische Fragen bei der Beobachtung von Computerspielern." In Beobachtungsverfahren in der Kommunikationswissenschaft, edited by Jens Vogelgesang, Jörg Matthes, Carla Schieb, and Thorsten Quandt, Methoden und Forschungslogik in der Kommunikationswissenschaft 10. Köln: Herbert von Halem.

Elson, Malte, Johannes Breuer, and Thorsten Quandt. 2014. "Know Thy Player: An Integrated Model of Player Experience for Digital Games Research." In Handbook of Digital Games, edited by Marios C. Angelides, and Harry Agius, 362-387. Hoboken, NJ: Wiley.

Breuer, Johannes, and Malte Elson. 2014. "Lernwerkzeug, Suchtmittel oder doch nur ein Spiel? Über die Wirkung von Computer- und Videospielen auf ihre Nutzer/-innen." In Was wird hier gespielt? Computerspiele in Familie 2020, edited by Sandra Bischoff, Andreas Büsch, Gunter Geiger, Lothar Harles, and Peter Holnick, 45-68. Berlin, Opladen, Toronto : Barbara Budrich.

Breuer, Johannes, and Thorsten Quandt. 2014. "Methodische Herausforderungen bei der Inhaltsanalyse von Computer- und Videospielen." In Automatisierung in der Inhaltsanalyse, edited by Katharina Sommer, Martin Wettstein, Werner Wirth, and Jörg Matthes, Methoden und Forschungslogik in der Kommunikationswissenschaft 11, 145-161. Köln: Herbert von Halem.

Elson, Malte, and Johannes Breuer. 2013. "Isolated Violence, Isolated Players, Isolated Aggression: The Social Realism of Experimental Research on Digital Games and Aggression." In Multiplayer: The Social Aspects of Digital Gaming, edited by Thorsten Quandt, and Sonja Kröger, 226-233. London: Routledge.

Quandt, Thorsten, and Johannes Breuer. 2013. "Public Awareness und Lernnutzen durch Anno 2070 & Co: Von den Wirkungen digitaler Spiele auf das Umweltbewusstsein." In Umweltbildung: Basis für ökologisch-ökonomische Zukunftssicherung, edited by Claus Peter Hutter, and Karin Blessing, Beiträge der Akademie für Natur- und Umweltschutz Baden-Württemberg 53, 128-137. Stuttgart: Wissenschaftliche Verlagsgesellschaft.

Breuer, Johannes. 2012. "Broccoli-Coated Chocolate? The Educational Potential of Entertainment Games." In Gamebased Learning, edited by Winfred Kaminski, and Martin Lorber, 87-99. München: kopaed.

Kröger, Sonja, and Johannes Breuer. 2011. "Exploring(Digital) Space : Der Einsatz von Unterhaltungsspielen in der Schule am Beispiel von Moonbase Alpha im Physikunterricht." In Spielen und Erleben mit digitalen Medien: Pädagogische Konzepte und praktische Anleitungen, edited by Andrea Winter, 123-146. München: Reinhardt.

Vohwinkel, Kai, Johannes Breuer, and Gary Bente. 2010. "Measuring Playability: Entwicklung eines Instruments zur Evaluation von Computerspielen." In GamePlaySociety; Contributions to contemporary Computer Game Studies, edited by Christian Swertz, and Michael Wagner, 55-63. München: kopaed.

Breuer, Johannes, Ruth Festl, and Thorsten Quandt. 2010. "Spielen und Leben in virtuellen Welten: Forschungsergebnisse zur Nutzung von Online-Games." In Computerspiele: Medien und mehr, edited by Winfred Kaminski, and Martin Lorber, 147-172. München: kopaed.

Breuer, Johannes, and Gary Bente. 2009. "Making the Implicit Explicit: Embedded Measurement in Serious Games." In Serious Games: Mechanisms and Effects, edited by Ute Ritterfeld, Michael Cody, and Peter Vorderer, 322-343. London; New York: Routledge.

Breuer, Johannes. 2009. "Mittendrin statt nur dabei: die Interaktivität des Dispositivs Computerspiel und ihre Auswirkungen auf die Spieler." In Gefangen im Flow? Ästhetik und dispositive Strukturen von Computerspielen, edited by Michael Mosel, 181-212. Boizenburg: Werner Hülsbusch.

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Editorship

Breuer, Johannes, Daniel Pietschmann, Benny Liebold, and Benjamin P. Lange, ed. 2019. Evolutionary psychology and digital games: digital hunter-gatherers. New York: Routledge.

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Working and discussion paper

Schönbrodt, Felix, Andrea Abele-Brehm, Mario Gollwitzer, Malte Elson, Johannes Breuer, and Zoe Magraw-Mickelson. 2016. Data management in psychological science: Specification of the DFG guidelines. Deutsche Gesellschaft für Psychologie. https://www.dgps.de/fileadmin/documents/Empfehlungen/Data_Management_eng_9.11.16.pdf.

Breuer, Johannes. 2011. Spielend lernen? Eine Bestandsaufnahme zum (Digital) Game-Based Learning. LfM-Dokumentation 41. Düsseldorf: Landesanstalt für Medien NRW. https://www.lfm-nrw.de/fileadmin/lfm-nrw/Publikationen-Download/Doku41-Spielend-Lernen.pdf.

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Other article

Breuer, Johannes. 2017. Culture + 1 – Digitale Spiele und Kulturelle Bildung. Kulturelle Bildung Online. https://www.kubi-online.de/artikel/culture-1-digitale-spiele-kulturelle-bildung.

Breuer, Johannes. 2016. Spielst Du noch oder lernst Du schon?. Bundeszentrale für politische Bildung. https://www.bpb.de/lernen/digitale-bildung/werkstatt/235482/spielst-du-noch-oder-lernst-du-schon.

Teaching

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Seminar

Breuer, Johannes. 2017. "Aktuelle Ansätze in der Medienwirkungsforschung." WS 2016/2017: 2 SWS.

Breuer, Johannes, and Josephine Schmitt. 2017. "Forschungsseminar Medienwirkung." WS 2016/2017: 4 SWS.

Breuer, Johannes. 2016. "Aktuelle Ansätze in der Medienwirkungsforschung." WiSe 2015/2016: 2 SWS.

Breuer, Johannes, and Lena Frischlich. 2016. "Forschungsseminar Medienwirkung." WiSe 2015/2016: 4 SWS.

Breuer, Johannes. 2016. "Medien und Gewalt." SoSe 2016: 2 SWS.

Breuer, Johannes. 2015. "Aktuelle Ansätze in der Medienwirkungsforschung." WiSe 2014/2015: 2 SWS.

Breuer, Johannes. 2015. "Medien und Gewalt." SoSe 2015: 2 SWS.

Breuer, Johannes. 2014. "Neue Medien: von CvK bis HCI." WiSe 2013/2014: 2 SWS.

Breuer, Johannes, and Malte Elson. 2013. "Mediensozialisation und Lernen mit Medien." WiSe 2012/2013: 2 SWS.

Breuer, Johannes. 2012. "Aus dem Leben eines Spielers – Biographische Leitfadeninterviews mit Computerspielern." WiSe 2011/2012: 2 SWS.

Breuer, Johannes. 2011. "Studying Games – Befunde und Methoden der Computer- und Videospielforschung." WS 2010/2011: 2 SWS.

Breuer, Johannes. 2009. "Computer- und Videospiele." SS 2009: 2 SWS.

Senokozlieva, Maria, and Johannes Breuer. 2008. "Computervermittelte Kommunikation und Online-Gaming." SoSe 2008: 2 SWS.

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Sonstiges

Kohne, Julian, Johannes Breuer, and M. Rohangis Mohseni. 2020. "Automatic sampling and analysis of YouTube data." GESIS - Leibniz-Institut für Sozialwissenschaften, Köln.

Breuer, Johannes. 2020. "Die Facebook Ad Library." GESIS - Leibniz-Institut für Sozialwissenschaften, Köln.

Breuer, Johannes, and Stefan Jünger. 2020. "Introduction to R for Data Analysis." GESIS - Leibniz-Institut für Sozialwissenschaften, Köln.

Sloan, Luke, Johannes Breuer, and Libby Bishop. 2020. "Linking Twitter & Survey Data." GESIS - Leibniz-Institut für Sozialwissenschaften, Köln.

Aust, Frederik, and Johannes Breuer. 2019. "Developing your personal workflow for transparent & reproducible research." SIPS 2019.

Breuer, Johannes. 2019. "Forschungsdaten selbst analysieren in R." GESIS - Leibniz-Institut für Sozialwissenschaften, Köln.

Aust, Frederik, and Johannes Breuer. 2018. "A practical primer on transparent research workflows." ESCON 2018.

Breuer, Johannes. 2018. "Exploring data from ALLBUS and the European Values Study in R." SciCAR 2018.

Talk

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Conference contribution

Haim, Mario, Sebastian Stier, and Johannes Breuer. 2020. "Open Science vs. Privacy?: A Case Study With Linked Web Tracking, Social Media, and Survey Data." Online: 70th Annual ICA Conference, Open Communication, 12.05.2020.

Stier, Sebastian, Frank Mangold, Michael Scharkow, and Johannes Breuer. 2020. "Selective vs. incidental exposure?: How online intermediaries commonly foster news exposure and diversity across countries and personal characteristics." Online: ECPR General Conference 2020, 26.08.2020.

Breuer, Johannes, Sebastian Stier, Pascal Siegers, Tobias Gummer, and Arnim Bleier. 2019. "Consent to Collecting and Linking Twitter Data in a Combined Webtracking and Survey Study." ESRA 2019 : 8th Conference of the European Survey Research Association, Zagreb (Croatia), 17.07.2019. https://www.europeansurveyresearch.org/conf2019/uploads/459/2790/4/Social_media_linking_Breuer_et_al_ESRA19_new.pdf.

Stier, Sebastian, Johannes Breuer, Pascal Siegers, Tobias Gummer, and Arnim Bleier. 2019. "Enemies of the People: Party cues, populism and selective exposure to news – An investigation combining web tracking and survey data." DVPW und DGPuK PolKomm-Tagung 2019, 09.02.2019.

Breuer, Johannes, Sebastian Stier, Pascal Siegers, Tobias Gummer, and Arnim Bleier. 2019. "Linking survey data with social media data and the importance of informed consent." GOR 19 : General Online Research Conference, TH Köln, Köln, 07.03.2019. https://www.gor.de/gor19/index.php?page=downloadPaper&filename=Breuer-Linking_survey_data_with_social_media_data_and_the_importance-210.pdf&form_id=210&form_version=final.

Mohseni, Rohangis, Johannes Breuer, and Julian Kohne. 2019. "Methods and tools for the automatic sampling and analysis of YouTube comments." GOR 19: General Online Research Conference, TH Köln, Köln, 07.03.2019. https://www.gor.de/gor19/index.php?page=downloadPaper&filename=Mohseni-Methods_and_Tools_for_the_Automatic_Sampling_and_Analysis-216.pptx&form_id=216&form_version=final.

Breuer, Johannes, Sebastian Stier, and Pascal Siegers. 2019. "More Data, More Problems?: Chancen und Herausforderungen der datafizierten Gesellschaft für die sozialwissenschaftliche Forschung." Datafizierte Gesellschaft: Praktiken, Prozesse und Folgen der Datafizierung, Rheinische Friedrich-Wilhelms-Universität Bonn, 25.09.2019. https://figshare.com/articles/More_data_more_problems_Chancen_und_Herausforderungen_der_datafizierten_Gesellschaft_f_r_die_sozialwissenschaftliche_Forschung/9897830.

Breuer, Johannes, Maximilian T. P. von Andrian-Werburg, Frank Schwab, and Benjamin P. Lange. 2019. "Prudish Germany?: Internet Pornography Usage Patterns in a German Web-Tracking Panel." 11th Conference of the Media Psychology Division, TU Chemnitz, 05.09.2019. https://github.com/jobreu/poster-mepsy19/raw/master/Prudish_Germany_%20Internet%20pornography_usage_patterns_in_a_German_web-tracking_panel.pdf.

Bowman, Nicholas D., John Velez, Tim Wulf, and Johannes Breuer. 2019. "That Bygone Feeling: Controller Haptics and Nostalgia in Video Game Play." 11th Conference of the Media Psychology Division, TU Chemnitz, 05.09.2019.

Rothmund, Tobias, Michelle Daniela Sprinz, Johannes Breuer, and Sebastian Stier. 2019. "What Makes People Susceptible to Political Misinformation?: A Critical Test of Conflicting Psychological Theories." 11th Conference of the Media Psychology Division, TU Chemnitz, 05.09.2019.

Stier, Sebastian, Johannes Breuer, Pascal Siegers, Tobias Gummer, and Arnim Bleier. 2019. "Where Do They Get Their 'News'?: Preference for Right-Wing Populist Parties and Online News Consumption in Germany." ESRA 2019 : 8th Conference of the European Survey Research Association, Zagreb (Croatia), 18.07.2019. https://www.europeansurveyresearch.org/conf2019/uploads/164/3238/5/Stier_et_al._AfD_online_news_ESRA_2019.pdf.

Stier, Sebastian, Johannes Breuer, Pascal Siegers, Tobias Gummer, and Arnim Bleier. 2018. "Improving Research on Political Behavior by Integrating Survey Data and Digital Trace Data." BigSurv18 Big Data Meets Survey Science, 26.10.2018.

Stier, Sebastian, Johannes Breuer, Pascal Siegers, Tobias Gummer, and Arnim Bleier. 2018. "Selective exposure to political news: An investigation combining web tracking and survey data." ECPR General Conference 2018, 25.08.2018.

Breuer, Johannes. 2018. "Share on archive – Addressing the challenges of sharing research data from social media." 9th International Conference on Social Media & Society, 19.07.2018.

Breuer, Johannes. 2018. "Solving the sharing paradox - How data sharing can be promoted for the benefit of research integrity." PRINTEGER European Conference on Research Integrity, 05.02.2018.

Breuer, Johannes, and Jörg Hagenah. 2017. "Verknüpfung von Befragungs- und inhaltsanalytischen Daten zu Computerspielen: Alterseinstufungen und selbstberichtete Nutzungszeiten als Proxydaten zur Berechnung einer Video Game Violence Exposure Time." Jahrestagung der Fachgruppe Methoden der Publizistik- und Kommunikationswissenschaft der Deutschen Gesellschaft für Publizistik- und Kommunikationswissenschaft (DGPuK), 20.09.2017.

Breuer, Johannes. 2017. "Was möchten wir haben, (wie) bekommen wir das und was können und dürfen wir damit machen? Der Umgang mit Social-Media-Daten in der Kommunikationswissenschaft zwischen Wunsch und Wirklichkeit." Grenzen und Perspektiven der Methodenentwicklung in der Kommunikationswissenschaft, 19.09.2017.

Breuer, Johannes, Emese Domahidi, Rachel Kowert, Ruth Festl, and Thorsten Quandt. 2016. "Playing friends? Findings from a longitudinal study on friendships and social support among online gamers." Clash of Realities 2016.

Breuer, Johannes, and Sonja Utz. 2016. "The use of social media and civic engagement - Results from a cross-lagged panel study." 6th European Communication Conference.

Grove, Frederik De, Johannes Breuer, Vivian Chen, Rabindra Ratan, Thorsten Quandt, and Jan Van Looy. 2016. "Validating the Digital Games Motivation Scale for comparative research between countries and sexes." 66th Annual Conference of the International Communication Association.

Breuer, Johannes, and Malte Elson. 2015. "Fear play: Probing the emotional and behavioral effects of horror games." 65th Annual Conference of the International Communication Association.

Breuer, Johannes, Malte Elson, and Thorsten Quandt. 2015. "Game, set, snatch? The effects of game mode and outcome in a console sports game on cooperative behavior." American Psychological Association 2015 Convention.

Breuer, Johannes, Malte Elson, Kimon Kieslich, Nicholas D. Bowman, Rachel Kowert, Thorsten Quandt, Amanda Lange, and Ryan Lange. 2015. "Moral Kombat. Moral foundations and the evaluation of violent and sexual content in video games." 9th Conference of the Media Psychology Division.

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Contribution not at conference

Breuer, Johannes. 2020. "Sekundäranalyse von Forschungsdaten." Gastvortrag in der Vorlesung "Weiterführende Datenerhebungsmethoden", Julius-Maximilians-Universität Würzburg, 24.01.2020.

Breuer, Johannes. 2019. "Chancen und Herausforderungen in der Forschung mit digitalen Verhaltensdaten." Gastvortrag in der "Ringvorlesung Intermedia", Universität zu Köln, 10.12.2019.

Breuer, Johannes. 2019. "Data Linking: Survey Data & Social Media Data." CESSDA Training Days, 28.11.2019.

Breuer, Johannes. 2019. "Sekundäranalyse von Forschungsdaten." Gastvortrag in der Vorlesung "Weiterführende Datenerhebungsmethoden", Julius-Maximilians-Universität Würzburg, 28.06.2019.

Breuer, Johannes. 2019. "Videospiele(n) aus evolutionspsychologischer Perspektive." Gastvortrag in der Vorlesung "Psychologie Neuer (Sozialer) Medien", Julius-Maximilians-Universität Würzburg, 31.01.2019.

Stier, Sebastian, Johannes Breuer, and Pascal Siegers. 2018. "A review of articles combining survey data and digital trace data." Symposium: Integrating and Analyzing Data from Surveys and Social Media, 19.02.2018.

Breuer, Johannes, Libby Bishop, and Katharina E. Kinder-Kurlanda. 2018. "The practical and ethical challenges in acquiring and sharing digital trace data: negotiating public-private partnerships." The Tracked Society - Interdisciplinary Approaches on Online Tracking, 22.06.2018.

Organisation

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Event

Breuer, Johannes, and Kerrin Borschewski. 2020. "Archiving Social Media Data: Challenges and Proposed Solutions." CESSDA webinar, 04.06.2020.

Blumenberg, Johannes N., Johannes Breuer, Lydia Repke, Jan-Lucas Schanze, Heidi Schulze, Benjamin Zapilko, and Maria Zens. 2019. "GESIS Research Day 2019." GESIS Research Day 2019, 10.10.2019.

Blumenberg, Johannes N., Johannes Breuer, Jan-Lucas Schanze, Sonja Schulz, Heidi Schulze, and Benjamin Zapilko. 2018. "GESIS Research Day." 18.10.2018.

Stier, Sebastian, Johannes Breuer, and Pascal Siegers. 2018. "Integrating and analyzing data from surveys and social media." Symposium at the Center for Advanced Internet Studies (CAIS), 19.02.2018 - 20.02.2018.