In Press

  • 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.


  • Reichmann, H., Elson, M., Borgert, N. et al. Erfahrbarer Datenschutz und IT-Sicherheit in Smart Home-Anwendungen . Datenschutz Datensicherheit 45, 259–264 (2021).
  • 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.


  • 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. 
  • Hamadache, S., Günther, T., Hoberg, K., & Zaplana Labarga, S. (2020). Is the QbMini a Valid Instrument for ADHD Assessment? Journal of Attention Disorders. 
  • 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.


  • 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. 
  • 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. 
  • 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.
  • 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.


  • 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.  
  • McCarthy, R. J., & Elson, M. (2018). A Conceptual review of lab-based aggression paradigms. Collabra: Psychology, 4(1), 4. doi: 
  • 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: 
  • 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. 



  • 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: 
  • 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: 
  • Elson, M. (2016). Competitive Reaction Time Task. doi: 
  • 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. 


  • 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. 
  • 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: 
  • 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: 
  • Borchers, J. (2015). Interactive Organic Generative Design for Personal Photonics with OLEDs (Doctoral dissertation, RWTH Aachen University).  


  • 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: 
  • 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: 
  • 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: 
  • 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: 
  • 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.