Serious Games & Virtual Reality
Research Interest


  • Kern, A. C., & Ellermeier, W. (2020). Audio in VR: Effects of a Soundscape and Movement-Triggered Step Sounds on Presence. Frontiers in Robotics and AI. 7.
  • Gutjahr, M. O., Ellermeier, W., Hardy, S., Göbel, S., Wiemeyer, J. (2019). The pupil response as an indicator of user experience in a digital exercise game. Psychophysiology, e13418. (Download Manuscript) (opens in new tab)
    The final form can be downloaded from https ://
  • Dale, G., Kattner, F., Bavelier, D., & Green, C. S. (2020). Cognitive abilities of action-videogame and role-playing videogame players: Data from a Massive Open Online Course. Psychology of Popular Media Culture, 9(3), 347–358. doi: 10.1037/ppm0000237
  • Green, C. S., Kattner, F., Eichenbaum, A., Bediou, B., Adams, D., Mayer, R., & Bavelier, D. (2017). Playing some video games but not others is related to cognitive abilities – a critique of Unsworth et al. (2015). Psychological Science, 28(5), 679-682. DOI: 10.1177/0956797616644837
  • Eichenbaum, A.*, Kattner, F.*, Bradford, D., Gentile, D. A., & Green, C. S. (2015). Role-playing and real-time strategy games associated with greater probability of internet gaming disorder. Cyberpsychology, Behavior, and Social Networking, 18, 480-485. doi: 10.1089/cyber.2015.0092
  • Bösche, W. (2010). Violent video games prime both aggressive and positive cognitions. Journal of Media Psychology: Theories, Methods, and Applications, 22, 139-146.
  • Bösche, W. (2009). Violent content enhances video game performance. Journal of Media Psychology: Theories, Methods, and Applications, 21, 145-150. preprint (opens in new tab)
  • Bösche, W. & Geserich, F. (2007). Nutzen und Risiken von Gewaltcomputerspielen: Gefährliches Trainingswerkzeug, harmlose Freizeitbeschäftigung oder sozial verträglicher Aggressionsabbau? Polizei & Wissenschaft, 1, 45-66. preprint (opens in new tab)