Nick Bowman, Ph.D.

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Curriculum Vitae

 CV online in .pdf format
Document last updated: 28 December 2020

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Research Philosophy and Direction

In more than 200 published works (journal articles, book chapters, and edited volumes) and over 175 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, talk-alouds, memory recall tasks, 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

2021 PUBLICATIONS
NOTE: Co-authors marked with an asterisk "*" indicate graduate or undergraduate student colleagues

*Yoshimura, K., Bowman, N. D., Banks, J., & Cohen, E. (in press). Character morality, enjoyment, and appreciation: A replication of Eden, Daalmans, and Johnson (2017). Media Psychology. 

*Klecka, H., Green, S. C., & Bowman, N. D. (in press). Researchers' commercial video game knowledge associated with differences in beliefs about the impact of gaming on human behavior. Entertainment Computing.  

*Watts, E., Koban, K., & Bowman, N. D. (2021). Digital gaming audiences: Awareness, without closeness. Entertainment Computing, 36. doi: https://doi.org/10.1016/j.entcom.2020.100384  

 

2020 PUBLICATIONS

Bowman, N. D., Ahn, S-J., & Kollar, L. (2020). The paradox of interactive media: The potential for video games and virtual reality as tools for violence prevention. Frontiers in Communication. http://doi.org/10.3389/fcomm.2020.580965 

Bowman, N. D., Banks, J., & Rittenour, C. (2020). Country Roads through 1s and 0s: Sense of place for and recognition of West Virginia following long-term engagement with Fallout 76. Technology, Mind, & Behavior, 1(1). https://doi.org/ 10.1037/tmb0000001 

Bowman, N. D., & Goodboy, A. (2020). Evolving considerations and empirical approaches to construct validity in communication science. Annals of the International Communication Association.  https://doi.org/10.1080/23808985.2020.1792791  

Koban, K., & Bowman, N. D. (2020). Further validation and replication of the Video Game Demand Scale. Journal of Media Psychology. doi: 10.1027/1864-1105/a000280

Liebold, B., Bowman, N. D., & Pietschmann, D. (2020). 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, 9(2), 255-265. doi: 10.1037/ppm0000215

Pressgrove, G., & Bowman, N. D. (2020). From immersion to intention? Exploring advances in prosocial storytelling. International Journal of Nonprofit and Voluntary Sector Marketing. doi: 10.1002/nvsm.1689

Bowman, N. D., Banks, J., & Rittenour, C. (2020). Country Roads through 1s and 0s: Sense of place for and recognition of West Virginia following long-term engagement with Fallout 76. Technology, Mind, & Behavior, 1(1). doi: 10.1037/tmb0000001

Bowman, N. D., & Goodboy, A. (2020). Evolving considerations and empirical approaches to construct validity in communication science. Annals of the International Communication Association. doi: 10.1080/23808985.2020.1792791

Dienlin, T., Johannes, N.*, Bowman, N. D., Masur, P., Engesser, S., Kümpel, A. S., Lukito, J., Bier, L. M., Zhang, R., Johnson, B. K., Huskey, R., Schneider, F. M., Breuer, J., Parry, D. A., Vermeulen, I., Fisher, J. T., Banks, J., Weber, R., Ellis, D. A., Smits, T., Ivory, J. D., Trepte, S., McEwan, B., Rinke, E. M., Neubaum, G., Winter, S., Carpenter, C. J., Krämer, N., Utz, S., Unkel, J., Wang, X., Davidson, B. I, Kim, N., Won, A. S., Domahidi, E., Lewis, N. A., & de Vreese, C. (2020). An agenda for open science. Journal of Communication. doi: 10.1093/joc/jqz052

Wulf, T.*, Bowman, N. D., Velez, J., & Breuer, J. (2020). Once upon a game: Exploring video game nostalgia and its impact on well-being. Psychology of Popular Media Culture, 9(1), 83-95. doi: 10.1037/ppm0000208

 

2019 PUBLICATIONS

Banks, J. Bowman, N. D., Lin, J-H, Pietschmann, D., & Wasserman, J.* (2019). The Common Player-Avatar Interaction Scale (cPAX): Expansion and Cross-Language Validation. International Journal of Human-Computer Studies. doi: 10.1016/j.ijhcs.2019.03.003

Bishop, S., & Bowman, N. D. (2019). Contact isn't enough: Attitudes towards and misunderstandings about undocumented immigrants among a diverse college population. Ethic & Racial Studies. doi: 10.1080/01419870.2019.1626014

Bowman, N. D. (2019). Bowman, N. D. (2019). Editorial: Video games as demanding technologies. Media and Communication, 7(4). doi: 10.17645/mac.v7i4.2684 7(4). doi: 10.17645/mac.v7i4.2684

Clark-Gordon, C.*, Bowman, N. D., Goodboy, A., & Wright, A. (2019). Anonymity and speaking up online: A meta-analysis. Communication Studies, 32(2), 98-111. doi: 10.1080/08934215.2019.1607516.

Lin, J-S., Bowman, N. D., Lin, S-F., Chen. S. (2019). Setting the digital stage: Defining game streaming as an entertainment experience. Entertainment Computing, 31. doi: 10.1016/j.entcom.2019.100309

Primack, B. A., Karim, S. A., Shensa, A.*, Bowman, N. D., Knight, J.*, Sidani, J.E. (2019). Positive and negative experiences on social media and perceived social isolation. American Journal of Health Promotion. doi: 10.1177/0890117118824196

 

2018 PUBLICATIONS

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
Bowman, N. D., Knight, J.*, Schlue, L.*, & Cohen, E. (2018). 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. doi: 10.1037/ppm0000198

Clark-Gordon, C.*, Bowman, N. D., Frisby, B., & Hadden, A.* (2018). College instructors and the digital red pen: An exploratory study of factors influencing the adoption and non-adoption of digital written feedback technologies. Computers & Education, 128, 414-426. doi: 10.1016/j.compedu.2018.10.002.

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

Liebold, B., Bowman, N. D., & Pietschmann, D. (2018). 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. doi: 10.1037/ppm0000215

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

Wulf, T.*, Bowman, N. D., Velez, J., & Breuer, J. (2018). Once upon a game: Exploring video game nostalgia and its impact on well-being. Psychology of Popular Media Culture. doi: 10.1037/ppm0000208

[See CV for publications older than 2018]