Publications

Although I try to keep them updated, my academic social profiles on ResearchGate or Google Scholar are often not complete. This publication list includes all my works and should be up to date.

Peer-Reviewed Journal Articles

Liu, T., Pietschmann, D., & Ohler, P. (2022). Affecting Explicit and Implicit Body Image with Thin-Idealized Avatars in Virtual Reality: The Role of Sense of Embodiment. Cyberpsychology, Behavior, and Social Networking, cyber.2021.0091. https://doi.org/10.1089/cyber.2021.0091 Cite
Liebold, B., Bowman, N. D., & Pietschmann, D. (2020). Natural in the eyes of the (be)holder: A survey on novelty and learning effects in the enjoyment of naturally mapped video game controllers. Psychology of Popular Media, 9(2), 255–265. https://doi.org/10.1037/ppm0000215 Cite
Liebold, B., Bowman, N. D., & Pietschmann, D. (2020). Natural in the eyes of the (be)holder: A survey on novelty and learning effects in the enjoyment of naturally mapped video game controllers. Psychology of Popular Media, 9(2), 255–265. https://doi.org/10.1037/ppm0000215 Cite
Banks, J., Bowman, N. D., Lin, J.-H. T., Pietschmann, D., & Wasserman, J. A. (2019). The common player-avatar interaction scale (cPAX): Expansion and cross-language validation. International Journal of Human-Computer Studies, 129, 64–73. https://doi.org/10.1016/j.ijhcs.2019.03.003 Cite
Liebold, B., Brill, M., Pietschmann, D., Schwab, F., & Ohler, P. (2017). Continuous Measurement of Breaks in Presence: Psychophysiology and Orienting Responses. Media Psychology, 20(3), 477–501. https://doi.org/10.1080/15213269.2016.1206829 Cite
Bowman, N. D., Pietschmann, D., & Liebold, B. (2017). The golden (hands) rule: Exploring user experiences with gamepad and natural-user interfaces in popular video games. Journal of Gaming & Virtual Worlds, 9(1), 71–85. https://doi.org/10.1386/jgvw.9.1.71_1 Cite
Müller, N. H., Liebold, B., Pietschmann, D., Ohler, P., & Rosenthal, P. (2017). Visualizations for Hierarchical Data: Analyzing User Behavior and Performance with Eye Tracking. International Journal on Advances in Software, 10(3 & 4), 385–396. Cite
Eibl, M., Ohler, P., & Pietschmann, D. (2015). Introduction to the Special Issue on Interdisciplinary Approaches to Social Technologies. I-Com, 14(2), 105–106. https://doi.org/10.1515/icom-2015-0035 Cite
Pietschmann, D., & Völkel, S. (2014). Limitations for Transmedia Storytelling for Children. International Journal of Communication, 2014(5), 2259–2282. https://doi.org/1932–8036/20140005 Cite
Pietschmann, D., Liebold, B., Valtin, G., & Ohler, P. (2013). Taking space literally: reconceptualizing the effects of stereoscopic representation on user experience. Italian Journal of Game Studies, 2(Special Issue on Stereoscopy). Cite

Edited Volumes and Monographs

Breuer, J., Pietschmann, D., Liebold, B., & Lange, B. P. (Eds.). (2018). Evolutionary Psychology and Digital Games: Digital Hunter-Gatherers (1st ed.). Routledge. https://doi.org/10.4324/9781315160825 Cite
Pietschmann, D. (2017). Das Erleben virtueller Welten: Involvierung, Immersion und Engagement in Computerspielen (2., korr. Aufl). vwh, Verlag Werner Hülsbusch. Cite
Pietschmann, D. (2015). Spatial Mapping in virtuellen Umgebungen: Relevanz räumlicher Informationen für die User Experience und Aufgabenleistung. Springer Fachmedien Wiesbaden. https://doi.org/10.1007/978-3-658-08305-2 Cite

Articles in Edited Volumes/Book Chapters

Breuer, J., Elson, M., Pietschmann, D., & Liebold, B. (2020). Spectator Mode: Forschungsethische Fragen bei der Beobachtung von Computerspielern. In J. Vogelgesang, J. Matthes, C. Schieb, & T. Quandt (Eds.), Beobachtungsverfahren in der Kommunikationswissenschaft (Vol. 10). Halem. Cite
Pietschmann, D., & Völkel, S. (2020). Transmediales Erzählen. In T. Kurwinkel & P. Schmerheim (Eds.), Handbuch Kinder- und Jugendliteratur (pp. 95–104). J.B. Metzler. https://doi.org/10.1007/978-3-476-04721-2_12 Cite
Mohseni, R., Liebold, B., & Pietschmann, D. (2018). Extensive Modding for Game Research. In P. Lankoski & S. Björk (Eds.), Game Research Methods: An Overview (pp. 323–341). ETC Press. Cite
Pietschmann, D., Liebold, B., & Valtin, G. (2017). The MMORPG Designer's Journey. Casualization and its Consequences for Social Interactions. In R. Kowert & T. Quandt (Eds.), New perspectives on the social aspects of digital gaming: multiplayer 2 (pp. 82–97). Routledge Taylor & Francis Group. Cite
Liebold, B., Pietschmann, D., & Ohler, P. (2015). Do We Differ in Our Dispositional Tendency to Perceive Virtual Agents as Animate Beings?: The Influence of User Factors in the Evaluation of Virtual Agents. In M. Kurosu (Ed.), Human-Computer Interaction: Users and Contexts (Vol. 9171, pp. 452–462). Springer International Publishing. https://doi.org/10.1007/978-3-319-21006-3_43 Cite
Pietschmann, D., & Ohler, P. (2015). Spatial Mapping of Physical and Virtual Spaces as an Extension of Natural Mapping: Relevance for Interaction Design and User Experience. In R. Shumaker & S. Lackey (Eds.), Virtual, Augmented and Mixed Reality (Vol. 9179, pp. 49–59). Springer International Publishing. https://doi.org/10.1007/978-3-319-21067-4_6 Cite
Pietschmann, D., & Rusdorf, S. (2014). Matching Levels of Task Difficulty for Different Modes of Presentation in a VR Table Tennis Simulation by Using Assistance Functions and Regression Analysis. In R. Shumaker & S. Lackey (Eds.), Virtual, Augmented and Mixed Reality. Designing and Developing Virtual and Augmented Environments (Vol. 8525, pp. 406–417). Springer International Publishing. https://doi.org/10.1007/978-3-319-07458-0_38 Cite
Valtin, G., Pietschmann, D., & Ohler, P. (2014). Methodology of Measuring Social Immersion in Online Role-Playing Games. Exemplary Experimental Research on Social Interactions in Virtual Worlds. In T. Quandt & S. Kröger (Eds.), Multiplayer: the social aspects of digital gaming (pp. 49–58). Routledge, Taylor & Francis Group. Cite
Pietschmann, D., Valtin, G., & Ohler, P. (2012). The Effect of Authentic Input Devices on Computer Game Immersion. In J. Fromme & A. Unger (Eds.), Computer Games and New Media Cultures (pp. 279–292). Springer Netherlands. https://doi.org/10.1007/978-94-007-2777-9_18 Cite

Conference Proceedings

Pietschmann, D., & Lorenz, A. (2023). Podcasts and Parasocial Interaction: Analyzing the Impact of Reception Modality and Listening Styles. In A. Melzer & G. L. Wagener (Eds.), Proceedings of the 13th Conference of the Media Psychology Division (DGPs). Inclusion and Diversity in Media Psychology. Melusina Press. https://doi.org/10.26298/1981-5555 Cite
Kullmann, M., Pietschmann, D., Liebold, B., Eibl, M., & Chuang, L. L. (2023). Developing a Multiple-EDT-Supervision Interface. In P. Fröhlich, M. Baldauf, P. A. Palanque, V. Roto, F. Paternò, W. Ju, & M. Tscheligi (Eds.), Proceedings of the Workshop on Intervening, Teaming, Delegating co-located with the ACM Conference on Human Factors in Computing Systems (CHI 2023) (Vol. 3394, pp. 6–8). CEUR Workshop Proceedings. https://doi.org/ Cite
Müller, N. H., Liebold, B., Pietschmann, D., Ohler, P., & Rosenthal, P. (2017). Hierarchy Visualization Designs and their impact on Perception and Problem Solving Strategies. Tenth International Conference on Advances in Computer-Human Interactions (ACHI 2017), 93–101. Cite 1
Pietschmann, D., Liebold, B., & Koban, K. (2016, June 8). The Presence of Repeated Exposure: Longitudinal Effects on Presence during a Nine-week Video Game Training Study. ISPR 2016: The Power of Presence: Using Telepresence Theory, Research and Applications to Enhance Mediated Communication Experiences in the 21st Century. ISPR 2016, Kyoto, JA. Cite
Pietschmann, D., Liebold, B., Ohler, P., & Valtin, G. (2015). Development and Evaluation of an Easy-to-Use Stereoscopic Ability Test to Assess the Individual Ability to Process Stereoscopic Media. In R. Shumaker & S. Lackey (Eds.), Virtual, Augmented and Mixed Reality (Vol. 9179, pp. 379–387). Springer International Publishing. https://doi.org/10.1007/978-3-319-21067-4_39 Cite 2
Kuszter, V., Brunnett, G., & Pietschmann, D. (2014). Exploring Stereoscopic Multi-user Interaction with Individual Views. 2014 International Conference on Cyberworlds, 101–106. https://doi.org/10.1109/CW.2014.22 Cite
Pietschmann, D., Liebold, B., Valtin, G., Nebel, S., & Ohler, P. (2014). Effects of Video Game GUIs on the Construction of Rich Spatial Situation Models and Spatial Presence. In S. Frank (Ed.), C. Astrid (Ed.), B. Michael (Ed.), & H. Christine (Ed.) (Eds.), Medienpsychologie - Tagungsband der 8. Tagung der Fachgruppe Medienpsychologie der Deutschen Gesellschaft für PsychologieMedia Psychology - "Media Research: Yesterday, Today, and Tomorrow" Proceedings of the 8th Conference of the Media Psychology Division of the German Psychological Society (p. 1203 KB, 105 pages). Universitätsbibliothek Würzburg. https://doi.org/10.25972/OPUS-9740 Cite
Müller, N. H., Liebold, B., Pietschmann, D., Rosenthal, P., & Ohler, P. (2014). Gaze Path Analysis of Differences in Task Related Perception of Data Visualization. In S. Frank (Ed.), C. Astrid (Ed.), B. Michael (Ed.), & H. Christine (Ed.) (Eds.), Medienpsychologie - Tagungsband der 8. Tagung der Fachgruppe Medienpsychologie der Deutschen Gesellschaft für PsychologieMedia Psychology - "Media Research: Yesterday, Today, and Tomorrow" Proceedings of the 8th Conference of the Media Psychology Division of the German Psychological Society (p. 1203 KB, 105 pages). Universitätsbibliothek Würzburg. https://doi.org/10.25972/OPUS-9740 Cite
Valtin, G., Liebold, B., Pietschmann, D., & Ohler, P. (2014). Social Interaction in Massively Multiplayer Online Games: An Evolutionary Perspective. In S. Frank (Ed.), C. Astrid (Ed.), B. Michael (Ed.), & H. Christine (Ed.) (Eds.), Medienpsychologie - Tagungsband der 8. Tagung der Fachgruppe Medienpsychologie der Deutschen Gesellschaft für PsychologieMedia Psychology - "Media Research: Yesterday, Today, and Tomorrow" Proceedings of the 8th Conference of the Media Psychology Division of the German Psychological Society (p. 1203 KB, 105 pages). Universitätsbibliothek Würzburg. https://doi.org/10.25972/OPUS-9740 Cite
Bischof, A., Obländer, V., Heidt, M., Kanellopoulos, K., Kuszter, V., Liebold, B., Martin, K.-U., Pietschmann, D., Storz, M., Tallig, A., Teichmann, M., & Wuttke, M. (2013). Interdisziplinäre Impulse für den Begriff "Interaktion." In H.-C. Hobohm (Ed.), Information science between virtual infrastructure and material lifeworlds (pp. 448–455). VWH. Cite
Pietschmann, D., Liebold, B., & Ohler, P. (2013). Spatial mapping of mental interaction models and stereoscopic representation: A prototype of a multi-user-interaction. In R. Neugebauer & Technische Universität Chemnitz (Eds.), VAR2 2013 - extend reality. 2nd Conference on Research and Use of VR/AR Technologies of the Professorship for Machine Tools and Forming Technology at the Chemnitz University of Technology. Verl. Wiss. Scripten. Cite
Müller, N. H., Liebold, B., Pietschmann, D., Ohler, P., & Rosenthal, P. (2013). Gaze into Hierarchy: A Practice-oriented Eye Tracking Study. EuroVis Workshop on Reproducibility, Verification, 2 pages. https://doi.org/10.2312/PE.EURORVVV.EURORVVV13.009-010 Cite
Pietschmann, D., Valtin, G., & Ohler, P. (2011). Induced prosocial behavior in online role-playing games: The role of avatar attractiveness. In Deutsche Gesellschaft für Psychologie & Ö. Odağ (Eds.), Media psychology: focus theme: cognitive and emotional involvement during media reception: proceedings of the 7th Conference of the Media Psychology Division of the German Psychological Society, 09.-12. August 2011. Pabst Science Publishers. Cite
Pietschmann, D. (2009). Emotioneering: Game Design und Emotionen. In R. Geier, Studentische Medientage, & Technische Universität Chemnitz (Eds.), Medienbilder - Bildermedien: Tagungsband zu den 4. Studentischen Medientagen Chemnitz 2008 ; mit zusätzlichen Beiträgen der 3. Studentischen Medientage zum Thema "Medienlust - Medienfrust" (pp. 85–107). Univ. Verlag Chemnitz. Cite

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