Nick Bowman, Ph.D.

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Curriculum Vitae

A comprehensive C.V. can be downloaded here: [.pdf]
also check Academia.edu or ResearchGate.net for copies of some papers
Document last updated: 1 January 2019

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

Research Philosophy and Direction

In more than 120 published works (journal articles, book chapters, and edited volumes) and over 150 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


2018 PUBLICATIONS
NOTE: Co-authors marked with an asterisk "*" indicate graduate or undergraduate student colleagues

Pressgrove, G. & Bowman, N. D. (accepted, in principle). Can you take them there? Exploring presence, narrative engagement and behavioral intention in cause-related immersive storytelling. New Media & Society.

Bowman, N. D., Knight, J.*, Schlue, L.*, & Cohen, E. (in press). What if it happened to me? Socially conscious music videos can address campus assault: Narrative comprehension and rape myth acceptance. Psychology of Popular Media Culture.

Liebold, B., Bowman, N. D., & Pietschmann, D. (in press). 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 Culture.

Wulf, T.*, Bowman, N. D., Velez, J., & Breuer, J. (in press). Once upon a game: Exploring video game nostalgia and its impact on well-being. Psychology of Popular Media Culture.

Baker, J.*, Goodboy, A., Bowman, N. D., & Wright, A. (2018). Does teaching with PowerPoint increase students' learning? A meta-analysis. Computers & Education, 126, 376-387. doi: 10.1016/j.compedu.2018.08.003

Clark-Gordon, C.*, Bowman, N. D., Watts, E.*, Banks, J., & Knight, J.* (2018). “As good as your word”: Face-threat mitigation and the use of instructor nonverbal cues on students’ perceptions of digital feedback. Communication Education, 67(2), 206-225. doi: 10.1080/03634523.2018.1428759

Escobar-Viera, C. G., Shensa, A., Bowman, N. D., Sidani, J. E.*, Knight, J., James, A. E., & Primack, B. A. (2018). Passive and active social media use and depressive symptoms among U.S. young adults. Cyberpsychology, Behavior, and Social Networking, 21(7), 437-443. doi: 10.1089/cyber.2017.0668.

Hemenover, S., & Bowman, N. D. (2018).Video games, emotion, and emotion regulation: bridging the gap. Annals of the International Communication Association, 42(2), 125-143. doi: 10.1080/23808985.2018.1442239.

Huskey, R., Bowman, N. D., Eden, A., Grizzard, M., Hahn, L., Lewis, R., Matthews, N., Tamborini, R., Walther, J. B., & Weber, R. (2018). Things we know about media and morality. Nature Human Behavior, 2, 315. doi: 10.1038/s41562-018-0349-9

Primack, B. A., Bisbey, M. A., Shensa, A.*, Bowman, N. D., Karim, S. A., Knight, J. M.*, & Sidani, J. E. (2018). The association between valence of social media experiences and depressive symptoms. Depression and Anxiety, 35(8), 784-794, doi: 10.1002/da22779.

Shensa. A.*, Sidani, J. E., Escobar-Viera, C. G., Chu, K. H., Bowman, N. D., Knight, J. M.*, Primack, B. A. (2018) Real-life closeness of social media contacts and depressive symptoms among university students. Journal of American College Health.

Wulf, T.*, Bowman, N. D., Rieger, D., Velez, J., & Breuer, J. (2018). Video games as time machines: Video game nostalgia and the return of old gaming content and technologies. Media and Communication, 6(2), 60-68. doi: 10.17645/mac.v6i2.1317

 

2017 PUBLICATIONS

Banks, J. D., Bowman, N. D. & Wasserman, J.* (2017). A bard in the hand: The role of materiality in player-character relationships. Imagination, Cognition, and Personality, doi: 10.1177/0276236617748130

Bowman, N. D. (2017). The guilt of gaming. Esoteric Games, 2. Retrieved from http://esotericgaming.com/2017/12/18/the-guilt-of-cheating/

Downs, E, P., Bowman, N. D., & Banks, J. D. (2017). A polythetic model of player-avatar identification: Synthesizing multiple mechanisms.Psychology of Popular Media Culture. doi: 10.1037/ppm0000170

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. 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

Shensa, A.*, Escobar-Viera, C.G., Sidani, J. E., Bowman, N. D., Marshal, M. P., & Primack, B. A. (2017). Problematic social media use and depressive symptoms among U.S. young adults: A nationally-representative study. Social Science & Medicine, 182, 150-157. doi: 10.1016/j.socscimed.2017.03.061

[See CV for publications older than 2017]

 

BOOKS

Bowman, N. D. (2018). Video games: A medium that demands our attention(Ed.). New York: Routledge. ISBN: 978-0-81537-687-9

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

Clark-Gordon, C. V.*, Sharabi, L., & Bowman, N. D. (2019, April). The mere presence hypothesis and college students: The effects of instructor cell phone visibility in the classroom. Paper to be presented at the Eastern Communication Association, Providence, RI.

[See CV for all past presentations]