Nicholas David Bowman, Ph.D.

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Curriculum Vitae

A comprehensive C.V. can be downloaded here: [.pdf]
also check or for copies of some papers
Document last updated: 03 April 2017

[Google Scholar Profile] [Google Scholar Boolean Search for "author:Bowman author:N.D."]

A copy of my dissertation "The effect of task demand on mood repair and selective exposure to video games" can be found with Dissertation Abstracts International, UMI No. 3417694. Complete pre-publication copies are available in [.doc] [.docx] [.pdf].

Research Philosophy and Direction

In more than 100 published works (journal articles, book chapters, and edited volumes) and over 110 regional, national, and international conference presentations since 2008, I have worked to establish a reputation as a scholar of communication technology – rooted in principles of media psychology and human communication – that is acutely (yet broadly) focused on the uses and effects of communication technology on the ways in which we receive and respond to mediated content. In all of this work, I root my focus in a model of human behavior that situates the human (as an organism) as both an active and passive agent in situations where media content (as stimulus) has influence on their responses to it (be them cognitive, affective, or behavioral).


I take a social science approach to my work, which makes assumptions that the human experience is an observable one that can be studied in situ and generalized beyond those situations given the appropriate theoretical frame. Thus, most of my work consists of case-control experiments, taking care to carefully explicate theoretically-relevant constructs so that they can be experimentally manipulated in laboratory in order to test predicted outcomes – testing effects under optimal conditions so that we can better understand the user experience in more natural settings.I also recognize the importance of stepping back and simply observing the world without the potential bias of a priori thought – especially in areas where contemporary theories may not offer sound or valid explanations for observed phenomenon. In these circumstances, I feel strongly that inductive and interpretive methods such as user diaries, ethnographies, and experience sampling methods can be useful in helping create new theory from observed phenomenon as it can help us create testable situations in which old and new logics can be compared. Thus, by striking a balance between the strict experimentalist and the curious observer, I hope to further our understanding of how users experience communication technology, and I strive to reflect this epistemology in my scholarly work.

Recent Publications*
*see CV for full list of publications


Shensa, A., Escobar-Viera, C.G., Sidani, J. E., Bowman, N. D., Marshal, M. P., & Primack, B. A. (in press). Problematic social media use and depressive symptoms among U.S. young adults: A nationally-representative study. Manuscript forthcoming in Social Science & Medicine.


Bowman, N. D., Hallett, J., Boyan, A. B., & Groskopf, J. (2017). Squid or Chalkie? The role of self-identity and selective perception in processing tendentious “Hillbilly” humor. Manuscript forthcoming in Ohio Communication Journal. 55¸16-28

Bowman, N. D., Liebold, B., & Pietschmann, D. (2017). The Golden (Hands) Rule: Exploring user experiences with gamepad and natural-user interfaces in popular video games. Journal of Gaming and Virtual Worlds, 19, 1, 69-83. doi: 10.1386/jgvw.9.1.69_1.

Breuer, J., Velez, J., Bowman, N. D., Wulf, T., & Bente, G. (2017). “Drive the lane; together, hard!” An examination of the effects of supportive co-playing and task difficulty on prosocial behavior. Journal of Media Psychology, 29, 31-41. doi: 10.1027/1864-1105/a000209


Akcaoglu, M., & Bowman, N. D. (2016). Using instructor-led Facebook groups to enhance students’ perceptions of course content. Computers in Human Behavior, 65, 582-590. doi: 10.1016/j.chb.2016.05.029 

Banks, N. D., & Bowman, N. D. (2016). Emotion, anthropomorphism, realism, control: Validation of a merged metric for player-avatar interaction (PAX). Computers in Human Behavior, 54, 215-223. doi: 10.1016/j.chb.2015.07.030

Banks, J. & Bowman, N. D. (2016). Avatars are (sometimes) people too: Linguistic indicators of parasocial and social ties in player-avatar relationships. New Media & Society, 18(7), 1257-1276. doi: 10.1177/1461444814554898

Bowman, N. D., Banks, J. D., & Westerman, D. K. (2016). Through the Looking Glass: The impact of Google Glass on perceptions of face-to-face interaction. Communication Research Reports, 33(4), 332-340. doi: 10.1080/08824096.2016.1224168

Bowman, N. D., Oliver, M. B., Rogers, R., Sherrick, B. I., Woolley, J., & Chung, M-Y. (2016). “In control or in their shoes”: How character attachment differentially influences video game enjoyment and appreciation. Journal of Gaming & Virtual Worlds, 8(1), 83-99. doi: 10.1386/jgvw.8.1.83_1

Cranmer, G., Bowman, N. D., & Goldman, Z. (2016). “Big run, or smart gun”: how racially-based frames within sports media influence audience members’ subsequent behaviors and attitudes towards athletes. Communication Research Reports, 34(1), 78-83, doi: 10.1080/08824096.2016.1224165

Joeckel, S., Dogruel, L., Bowman, N. D. (2016). The reliance on recognition and majority vote heuristics over privacy concerns when selecting smartphone apps among German and US consumers. Information, Communication, and Society. doi: 10.1080/1369118X.2016.1202299

Rogers, R., Woolley, J., Oliver, M. B., Bowman, N. D., Sherrick, B. (2016). Fun vs. Meaningful videogame experiences. A qualitative analysis of user responses. Computer Games Journal. doi: 10.1007/s40869-016-0029-9

Schumann, C., Bowman, N. D., & Schultheiss, D. (2016). Quality in video games: Subjective quality assessments as predictors of self-reported presence in first-person shooters and role-playing games. Journal of Broadcasting & Electronic Media, 60(4), 547-566. doi: 10.1080/08838151.2016.1234473

Segool, N. K., Goforth, A. N., Bowman, N. D., & Pham, A. (2016). Social networking practices in school psychology: Have moral panic concerns been overstated? Journal of Applied School Psychology, 32(1), 66-81. doi: 10.1080/15377903.2015.1121194

Tamborini, R., Prabhu, S., Bowman, N. D., Hahn, L., Klebig, B., Grall, C., & Novotny, E. (2016). The effect of moral intuitions on decisions in video-game play: Temporary and chronic intuition accessibility. New Media & Society. doi: 10.1177/1461444816664356

Westerman, D., Daniel, E. S., & Bowman, N. D. (2016). Learned risks and experienced rewards: Exploring the potential sources of students' attitudes toward social media and face-to-face communication. Internet and Higher Education, 31, 52-57. doi: 10.1016/j.iheduc.2016.06.004.


Ahn, H. & Bowman, N. D. (2015). Two faces of narcissism on SNS: The distinct impacts of vulnerable and grandiose narcissism on SNS privacy concerns. Computers in Human Behavior, 45, 375-381.doi: 10.1016/j.chb.2014.12.032

Bowman, N. D., Kowert, R., & Cohen, E. (2015). When the ball stops, the fun stops too: The impact of social inclusion on video game enjoyment. Computers in Human Behavior, 53, 131-139. doi: 10.1016/j.chb.06.036

Bowman, N. D., Joeckel, S., & Dogruel, L. (2015). “The app market has been Candy Crushed”: Observed and rationalized processes for selecting smartphone games. Entertainment Computing., 8(1). doi:10.1016/j.entcom.2015.04.001

Bowman, N. D., & Tamborini, R (2015). “In the mood to game”: Selective exposure and mood management processes in computer game play. New Media & Society, 17(3), 375-393doi: 10.1177/1461444813504274 (version 3, original published online in 2013)

Boyan, A., Grizzard, M., & Bowman, N. D. (2015). “A massively moral game? 
Mass Effect as a case study to understand the influence of players’ moral intuitions on adherence to hero or antihero play styles.Journal of Gaming and Virtual Worlds. doi: 10.1386/jgvw.1.41_1.

Cohen, E, Bowman, N. D., & Lancaster, A. (2015). R U with Some1? Using text message experience sampling to examine television coviewing as a moderator of emotional contagion effects on enjoyment. Mass Communication & Society, 19(2),149-172. doi: 10.1080/15205436.2015.1071400.

Dogruel, L., Joeckel, S., & Bowman, N. D. (2015). Choosing the right app: An exploratory perspective on heuristic decision processes for smartphone app selection. Mobile & Media Communication, 3(1), 125-144. doi: 10.1177/2050157914557509.

Dogruel, L., Joeckel, S., & Bowman, N. D. (2015). The use and acceptance of entertaining new media technology by elderly users. Development of an expanded technology acceptance model. Behaviour and Information Technology, 34(11), 1052-1063. doi: 10.1080/0144929x.2015.1077890

Oliver, M. B., Bowman, N. D., Woolley, J. K., Rogers, R., Sherrick, B., & Chung, M-Y. (2015). Video games as meaningful entertainment experiences. Psychology of Popular Media and Culture, 5(4), 390-405. doi: 10.1037/ppm0000066

Rogers, R., Bowman, N.D., & Oliver, M. B. (2015). It’s not the model that doesn’t fit, it’s the controller! The role of cognitive skills in understanding the links between natural mapping, performance, and enjoyment of console video games. Computers in Human Behavior, 49, 588-596. doi: 10.1016/j.chb.03.027

Lange, R., Bowman, N. D., Banks, J., & Lange, A. (2015). Grand Theft Auto(mation): Travel mode habits and video games. International Journal of Technology and Human Interaction, 11(3) 35-50. doi: 10.4018/ijthi.2015070103

Paul, H., Bowman, N. D., Banks, J. D. (2015). The enjoyment of griefing in online games. Journal of Gaming and Virtual Worlds, 7(3), 243-258. doi: 10.1386/jgvw.7.3.243_1

Westerman, D. K., Tamborini, N. D., & Bowman, N. D. (2015). The effects of static avatars on impression formation in different contexts. Computers in Human Behavior, 53, 111-117. doi: 10.1016/j.chb.2015.06.026.

[See CV for publications older than 2015]


Bowman, N. D., Spinda, J. S., & Sanderson, J. (2016). Fantasy Sports and the Changing Sports Media Industry. Lanham, MD: Rowman & Littlefield. ISBN: 978-1-4985-0488-1

Westerman, D., Bowman, N. D., & Lachlan, K. (2014). Introduction to Computer-Mediated Communication: A Functional Approach. Dubuque, Iowa: Kendall-Hunt. ISBN: 978-0-75759-822-7

Bowman, N. D., Westerman, D., & Weber, K. D. (2012). Introduction to Mass Mediated Communication, 3rd Edition. Littleton, MA: Tapestry Press, Ltd. ISBN: 978-1-59830-539-5

Upcoming Conference Papers and Presentations

Bowman, N. D., Wasserman, J., & Banks, J. (2017, May). The Video Game Demand Scale: Developing a metric to assess the cognitive, emotional, physical, and social demands of video game play. Paper to be presented at the annual convention of the International Communication Association, San Diego.

Banks, J., Pietschmann, D., Lin, J-H, & Bowman, N. D. (2017, May). Expansion and Cross-Cultural Validation of the Common Player-Avatar Interaction Scale (cPAX). Top Faculty Paper in Game Studies, International Communication Association, San Diego.

Breuer, J., Velez, J., Wulf, T., & Bowman, N. D. (2017, May). The effects of coplayer supportiveness and difficulty in a sports video game on prosocial behavior. Paper to be presented at the annual convention of the International Communication Association, San Diego

Hemenover, S., & Bowman, N. D. (2017, May). Video games, emotion, and emotion regulation: bridging the gap. Paper to be presented at the annual convention of the International Communication Association, San Diego.

Lin, J-H. Bowman, N. D., Lin, S-F., & Chen, S. (2017, May). Setting the digital stage: defining game streaming in the scope of game studies. Paper to be presented at the annual convention of the International Communication Association, San Diego.

Bowman, N. D. (2017, April). Keynote address: Video games - a medium that demands our attention. Broadcast Education Association, Las Vegas.

[See CV for all presentations, since 2008]