Breuer, J., Elson, M., Pietschmann, D., & Liebold, B. (in press). Spectator Mode: Forschungsethische Fragen bei der Beobachtung von Computerspielern. [Ethical considerations in observational studies of computer game players]. In J. Vogelgesang, J. Matthes, C. Schieb, & T. Quandt (Eds.), Beobachtungsverfahren in der Kommunikationswissenschaft. Cologne, Germany: Halem.
2021
Reichmann, H., Elson, M., Borgert, N. et al. Erfahrbarer Datenschutz und IT-Sicherheit in Smart Home-Anwendungen . Datenschutz Datensicherheit45, 259–264 (2021). https://doi.org/10.1007/s11623-021-1430-5
Bordewieck, M. & Elson, M. (in-principle accepted) The impact of inducing troubleshooting strategies via visual aids on performance in a computerized digital network task (registered report). Applied Cognitive Psychology. https://doi.org/10.1002/acp.3809
2020
Hamadache S., Elson M. (2020) Creative Manual Code Obfuscation as a Countermeasure Against Software Reverse Engineering. In: Corradini I., Nardelli E., Ahram T. (eds) Advances in Human Factors in Cybersecurity. AHFE 2020. Advances in Intelligent Systems and Computing, vol 1219. Springer, Cham. https://doi.org/10.1007/978-3-030-52581-1_1
Hamadache, S., Günther, T., Hoberg, K., & Zaplana Labarga, S. (2020). Is the QbMini a Valid Instrument for ADHD Assessment? Journal of Attention Disorders. https://doi.org/10.1177/1087054720903361
Elson, M., Huff, M., & Utz, S. (2020). Metascience on Peer Review: Testing the Effects of a Study’s Originality and Statistical Significance in a Field Experiment. Advances in Methods and Practices in Psychological Science, 3(1), 53–65. https://doi.org/10.1177/2515245919895419
2019
Labarga, S. Z., Hoberg, K., Hamadache, S., & Günther, T. (2019). Validierung des QbMini Tests zur Diagnose der Aufmerksamkeitsdefizit-/Hyperaktivitätsstörung ADHS) bei fünfjährigen Kindern. Zeitschrift Für Neuropsychologie, 30(3), 149–156. https://doi.org/10.1024/1016-264X/a000262
Elson, M., Ferguson, C. J., Gregerson, M., Hogg, J. L., Ivory, J., Klisanin, D., ... Wilson, J. (2019). Do policy statements on media effects faithfully represent the science? Advances in Methods and Practices in Psychological Science, 2(1), 12-25. http://dx.doi.org/10.1177/2515245918811301
Holz Ivory, A., Ivory, J. D., & Elson, M. (2019). Survival of the fittest interpretation of data. Problems with flexible analysis and interpretation of digital games research based in evolutionary psychology theories, and open science as a solution. In J. Breuer, D. Pietschmann, B. Liebold, & B. P. Lange (Eds.), Evolutionary Psychology and Digital Games: Digital Hunter-Gatherers (pp. 61–71). New York, NY: Routledge.
Lanier, M., Waddell, T. F., Elson, M., Tamul, D. J., Ivory, J. D., & Przybylski, A. (2019). Virtual reality check: Statistical power, reported results, and the validity of research on the psychology of virtual reality and immersive environments. Computers in Human Behavior, 100, 70-78. https://doi.org/10.1016/j.chb.2019.06.015
Elson, M. (2019). Examining psychological science through systematic meta-method analysis: A call for research. Advances in Methods and Practices in Psychological Science, 2(4), 350-363. https://doi.org/10.1177/2515245919863296
2018
LeBel, E. P., McCarthy, R. J., Earp, B. D., Elson, M., & Vanpaemel, W. (2018). A unified framework to quantify the credibility of scientific findings. Advances in Methods and Practices in Psychological Science, 1(3), 389–402. http://dx.doi.org/10.1177/2515245918787489
McCarthy, R. J., & Elson, M. (2018). A Conceptual review of lab-based aggression paradigms. Collabra: Psychology, 4(1), 4. doi: http://doi.org/10.1525/collabra.104
van Rooij, A. J., Ferguson, C. J., Colder Carras, M., Kardefelt-Winther, D., Shi, J., Aarseth, E., ... Elson, M., ... & Przybylski, A. K. (2018). A weak scientific basis for gaming disorder: Let us err on the side of caution. Journal of Behavioral Addictions, 1–9. doi: http://dx.doi.org/10.1556/2006.7.2018.19
Wiesen, C., Becker, S., Fyrbiak, M., Albartus, N., Elson, M., Rummel, N., ∧ Paar, C. (2018). Teaching hardware reverse engineering: Educational guidelines and practical insights. Paper presented at the 2018 IEEE International Conference on Teaching, Assessment, and Learning for Engineering (TALE) (pp. 438–445), IEEE. http://dx.doi.org/10.1109/TALE.2018.8615270
2017
Elson, M., & Przybylski, A. K. (2017). The science of technology and human behavior: Standards, old and new. Journal of Media Psychology, 29(1), 1-7. doi: http://dx.doi.org/10.1027/1864-1105/a000212
Fyrbiak, M., Strauß, S., Kison, C., Wallat, S., Elson, M., Rummel, N., & Paar, C. (2017). Hardware reverse engineering: Overview and open challenges. Paper presented at the 2017 2nd International Verification and Security Workshop, IVSW 2017. http://dx.doi.org/10.1109/IVSW.2017.8031550
Breuer, J., & Elson, M. (2017). Frustration-aggression theory. In P. Sturmey (Ed.), The Wiley Handbook of Violence and Aggression. Chichester, UK: Wiley. http://dx.doi.org/10.1002/9781119057574.whbva040
Elson, M. (2017). Question wording and item formulation. In J. Matthes, C. S. Davis, & R. F. Potter (Eds.), The International Encyclopedia of Communication Research Methods. Hoboken, NJ: Wiley. http://dx.doi.org/10.1002/9781118901731.iecrm0200
2016
Elson, M., & Quandt, T. (2016). Digital games in laboratory experiments: Controlling a complex stimulus through modding. Psychology of Popular Media Culture, 5(1), 52-65. doi: http://dx.doi.org/10.1037/ppm0000033
Kneer, J., Elson, M., & Knapp, F. (2016). Fight fire with rainbows: The effects of displayed violence, difficulty, and performance in digital games on affect, aggression, and physiological arousal. Computers in Human Behavior, 54, 142-148. doi: http://dx.doi.org/10.1016/j.chb.2015.07.034
Elson, M. (2016). Gewalt. [Violence]. In N. C. Krämer, S. Schwan, D. Unz, & M. Suckfüll (Eds.), Medienpsychologie: Schlüsselbegriffe und Konzepte (2nd ed.; pp. 424-431). Stuttgart, Germany: Kohlhammer.
Kuchinke, L., Dickmann, F., Edler, D., Bordewieck, M., & Bestgen, A.-K. (2016). The processing and integration of map elements during a recognition memory task is mirrored in eye-movement patterns. Journal of Environmental Psychology, 47, 213–222. https://doi.org/10.1016/j.jenvp.2016.07.002
2015
Quandt, T., Van Looy, J., Vogelgesang, J., Elson, M., Ivory, J., Mäyrä, F., & Consalvo, M. (2015). Digital games research: A survey study on an emerging field and its prevalent debates. Journal of Communication, 65(6), 975-996. http://dx.doi.org/10.1111/jcom.12182
Ivory, J. D., Markey, P. M., Elson, M., Colwell, J., Ferguson, C. J., Griffiths, M. D., Savage, J., & Williams, K. D. (2015). Manufacturing consensus in a diverse field of scholarly opinions: A comment on Bushman, Gollwitzer, and Cruz. Psychology of Popular Media Culture, 4(3), 222-229. doi: http://dx.doi.org/10.1037/ppm0000056
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 of Popular Media Culture, 4(2), 112-125. doi: http://dx.doi.org/10.1037/ppm0000010
Borchers, J. (2015). Interactive Organic Generative Design for Personal Photonics with OLEDs (Doctoral dissertation, RWTH Aachen University).
2014
Elson, M., & Breuer, J., Ivory, J. D., & Quandt, T. (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, M., & Ferguson, C. J. (2014). Twenty-five years of research on violence in digital games and aggression: Empirical evidence, perspectives, and a debate gone astray. European Psychologist, 19(1), 33-46. doi: http://dx.doi.org/10.1027/1016-9040/a000147
Elson, M., & Ferguson, C. J. (2014). Does doing media violence research make one aggressive? The ideological rigidity of social cognitive theories of media violence and response to Bushman and Huesmann (2013), Krahé (2013), and Warburton (2013). European Psychologist, 19(1), 68-75. doi: http://dx.doi.org/10.1027/1016-9040/a000185
Elson, M., Mohseni, M. R., Breuer, J., Scharkow, M., & Quandt, T. (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, J., & Elson, M. (2014). Lernwerkzeug, Suchtmittel oder doch nur ein Spiel? Über die Wirkung von Computer- und Videospielen auf ihre Nutzer/-innen. [Learning tool, drug, or just a game? On the effects of computer and video games]. In S. Bischoff, A. Büsch, G. Geiger, L. Harles & P. Holnick (Eds.), Was wird hier gespielt? Computerspiele in Familie 2020 (pp. 45-68). Opladen, Germany: Barbara Budrich.
Elson, M., Breuer, J., & Quandt, T. (2014). Know thy player - An integrated model of player experience for digital games research. In M. C. Angelides & H. Aguis (Eds.), Handbook of Digital Games (pp. 362-387). Hoboken, NJ: Wiley.
Elson, M., & Breuer, J. (2014). Isolated violence, isolated players, isolated aggression: The social realism of experimental research on digital games and aggression. In T. Quandt & S. Kröger (Eds.), Multiplayer. The Social Aspects of Digital Gaming (pp. 226-233). London, UK: Routledge.
2013
Elson, M., & Ferguson, C. J. (2013). Gun violence and media effects: Challenges for science and public policy. The British Journal of Psychiatry, 203(5), 322-324. doi: http://dx.doi.org/10.1192/bjp.bp.113.128652