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The Oxford Handbook of Entertainment Theory
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  • 2022Virtual reality technology and game enjoyment: The contributions of natural mapping and need satisfaction120 cited
  • 2021Narrative transportation and travel: The mediating role of escapism and immersion111 cited
  • 2021Self-regulation as a key boundary condition in the relationship between social media use and well-being111 cited
  • 2024Narrative transportation: How stories shape how we see ourselves and the world93 cited
  • 2022The Mental Health Impact of Daily News Exposure During the COVID-19 Pandemic: Ecological Momentary Assessment Study58 cited
  • 2022First few seconds for flow: A comprehensive proposal of the neurobiology and neurodynamics of state onset52 cited
  • 2021Families Playing Animal Crossing Together: Coping With Video Games During the COVID-19 Pandemic51 cited
  • 2021Loneliness, Escapism, and Identification With Media Characters: An Exploration of the Psychological Factors Underlying Binge-Watching Tendency49 cited
  • 2022A systematic review of virtual brainstorming from the perspective of creativity: affordances, framework, and outlook45 cited
  • 2020Interdependence of Narrative Characters: Implications for Media Theories33 cited
  • 2022Identifying the psychological processes delineating non-harmful from problematic binge-watching: A machine learning analytical approach33 cited
  • 2022The Character Engagement and Moral Adjustment Model (CEMAM): A Synthesis of More than Six Decades of Research29 cited

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  • 2021Eudaimonic Media in Lived Experience: Retrospective Responses to Eudaimonic vs. Non-Eudaimonic Films27 cited
  • 2022Portrayals of threatened needs and human virtue: a review of the content of eudaimonic entertainment19 cited
  • 2022“They Never Really Leave Us”: Transcendent Narratives About Loss Resonate With the Experience of Severe Grief17 cited
  • 2024Why Do Users Stop Pleasurable Media Experiences? The Dynamics of Media Experiences and Their Impact on Media Disengagement16 cited