Thorsten Quandt

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Thorsten Quandt
Residence Germany
Nationality German
Alma mater University of Bochum
Occupation Professor

Thorsten Quandt is the professor of online communication at the University of Münster, Germany.[1] He has a particular interest in online communication, digital games and (online) journalism. He (co)authored more than 150 scientific articles and several books,[2] including Participatory Journalism,[3] which was influential in establishing the citizen journalism model. He has edited numerous books, primarily in the field of online media and digital games research, including the books Multiplayer[4] and The Video Game Debate.[5] His work was awarded with several scientific prizes, including international Top Paper Awards,[6] the dissertation award of the German Communication Association,[7] and an ERC grant (European Excellency Programme).[8]

Education and career[edit]

Quandt graduated with a master's degree in Communication Studies from the University of Bochum. He began teaching in 1998 at the Technical University of Ilmenau, where he received his doctoral degree in 2004.[9] From 2003 to 2007, he worked as a senior researcher at the Ludwig-Maximilians University (LMU) in Munich.[10] In 2007 and 2008, he was an assistant professor at the Free University Berlin,[11] and he received his habilitation from the LMU in 2008.[6] In 2009, he obtained the chair of Interactive Media and Online Communication from the University of Hohenheim,[6] where he also served as the Director of the Institute of Communication Studies. Since 2012, he has been the chair for online communication at the University of Münster, Germany.[12] Quandt has given lectures at various other universities, and was a visiting professor at Stanford University,[13] the University of Oxford,[14] the University of California, Santa Barbara[15] and a visiting researcher at the Indiana University, Bloomington.[6]

Quandt is the founding chair of the “Digital Games Research” section of the European Communication Research and Education Association (ECREA),[16] and a member of the Executive Board of ECREA.[17] He is currently an Associate Editor of the Journal of Communication,[18] and a board member of the journals Communication Theory [19] and Digital Journalism.[20] He has been the secretary of the Journalism Studies Division in the International Communication Association (ICA),[21] and the chairman of the Journalism Studies Division in the German Communication Association.[22]

Quandt has been a member of various boards and committees, including committees of the Deutsche Forschungsgemeinschaft (DFG), the European Research Council,[23] the Academy of Finland, the Helsingin Sanomat Foundation,[24] ECREA, the German Communication Association DGPuK, and he worked as a reviewer for numerous scientific journals.[6] He received several international and national research awards,[6][7] as well as an ERC grant (European excellency programme).[8] He was nominated twice on the top list of „40 most significant young scientists in Germany“ by the national trade journal Capital.[25]

Research fields[edit]

Quandt’s work is focusing the impact and social aspects of digital games use,[26] participatory journalism,[27] and risk factors of online communication, like online and video game addiction,[28] media induced aggression [29] and cyberbullying.[30] While Quandt’s work is also focusing the problematic side of digital media use, he asks for a neutral and balanced perspective on media use, including positive aspects of use. Quandt argues that research on digital media has to ‘normalize’ and move beyond a state of repeating moral panics.[31] He is one of the authors of an open debate paper[32] to the WHO, criticizing the introduction of Gaming Disorder as a "disorder due to addictive behaviors" in the 11th edition of the International Classification of Diseases, which they see as a result of a "moral panic around the harm of video gaming". The authors mention several "fundamental issues"[32] of Gaming Disorder in their paper, which triggered a public debate.[33][34][35][36]

Quandt’s large-scale, representative survey studies on online gamers [37] were widely cited,[38] as they did not support the popular notion of notable differences between gamers and non-gamers. This is especially true for his analyses on digital games addiction that showed a relatively low level of stable problematic behavior.[28] His team’s work on sexism among gamers [39] was picked up by the international press and gamers alike,[40] as the measured differences between gamers and non-gamers in the study were marginal. The research was also discussed in relation to the gamergate controversy. However, Quandt and colleagues pointed out that their research does not necessarily prove the non-existence of sexism in specific gamer groups or the content itself, but that it rather supports the notion that gaming has become mainstream entertainment in modern societies thus approaching an average level of sexism.[41][42]

In an interdisciplinary project on the analysis of social bots and their use in online propaganda, Quandt and colleagues develop computer-supported and automatic identification methods.[43] During the project, they observed the German elections 2017. The team identified attempts at manipulating the public, including an unsuccessful Twitter attack on the electoral debate between chancellor Merkel and the social-democrat Schulz.[44] The attackers were identified by journalists as a right-wing extremist group called Reconquista Germanica.[45]

Selected books[edit]

  • Kowert, R. & Quandt, T. (Eds.) (2015). The video game debate. Unravelling the physical, social, and psychological effects of digital games. New York, London: Routledge.
  • Quandt, T., & Kröger, S. (Eds.) (2014). Multiplayer: The social aspects of digital gaming. London: Routledge.
  • Singer, J., Hermida, A., Domingo, D., Heinonen, A., Paulussen, S., Quandt, T., Reich, Z., & Vujnovic, M. (2011). Participatory journalism: Guarding open gates at online newspapers. Malden, Oxford, Chichester: Wiley-Blackwell.

Selected journal publications

  • Quandt, T.; van Looy, J.; Vogelgesang, J.; Consalvo, M.; Elson, M.; Ivory, J.; Mäyrä, F. (2015). "Digital games research: A survey study on an emerging field and its prevalent debates". Journal of Communication. 65: 975–996. doi:10.1111/jcom.12182.
  • Scharkow, M.; Festl, R.; Quandt, T. (2014). "Longitudinal patterns of problematic computer game use among adolescents and adults: a 2-year panel study". Addiction. 109 (11): 1910–1917. doi:10.1111/add.12662.
  • Festl, R.; Quandt, T. (2013). "Social relations and cyberbullying: The influence of individual and structural attributes on victimization and perpetration via the Internet". Human Communication Research. 39 (1): 101–126. doi:10.1111/j.1468-2958.2012.01442.x.
  • Quandt, T (2012). "What's left of trust in a network society? An evolutionary model and critical discussion of trust and societal communication". The European Journal of Communication. 27 (1): 7–21. doi:10.1177/0267323111434452.
  • Domingo, D.; Quandt, T.; Heinonen, A.; Paulussen, S.; Singer, J.; Vujnovic, M. (2008). "Participatory journalism practices in the media and beyond: an international comparative study of initiatives in online newspapers". Journalism Practice. 2 (3): 326–342. doi:10.1080/17512780802281065.
  • Quandt, T (2008). "(No) News on the World Wide Web? A comparative content analysis of online news in Europe and the United States". Journalism Studies. 9 (5): 717–738. doi:10.1080/14616700802207664.
  • Quandt, T.; Löffelholz, M.; Weaver, D.; Hanitzsch, T.; Altmeppen, K.-D. (2006). "American and German online journalists at the beginning of the 21st century: A bi-national survey". Journalism Studies. 7 (2): 171–186. doi:10.1080/14616700500533486.

References[edit]

  1. ^ Uni-muenster.de
  2. ^ "Thorsten Quandt - Google Scholar Citations". scholar.google.com. Retrieved 2018-06-20.
  3. ^ Singer, J., Hermida, A., Domingo, D., Heinonen, A., Paulussen, S., Quandt, T., Reich, Z., & Vujnovic, M. (2011). Participatory journalism: Guarding open gates at online newspapers. Malden, Oxford, Chichester: Wiley-Blackwell.
  4. ^ Quandt, T., & Kröger, S. (Eds.) (2014). Multiplayer. The social aspects of digital gaming. London: Routledge
  5. ^ Kowert, R. & Quandt, T. (Eds.) (2015). The video game debate. Unravelling the physical, social, and psychological effects of digital games. New York, London: Routledge
  6. ^ a b c d e f Westfälische Wilhelms-Universität Münster, Institut für Kommunikationswissenschaft. "Prof. Dr. Thorsten Quandt Lebenslauf". uni-muenster.de.
  7. ^ a b "DGPuK » Dissertationsförderpreis". dgpuk.de. Archived from the original on 2015-09-27.
  8. ^ a b "European Commission : CORDIS : Projects & Results Service : The social fabric of virtual life: A longitudinal multi-method study on the social foundations of online gaming". europa.eu.
  9. ^ Westfälische Wilhelms-Universität Münster, Institut für Kommunikationswissenschaft. "Prof. Dr. Thorsten Quandt". uni-muenster.de.
  10. ^ "Ehemalige Mitarbeiter". uni-muenchen.de.
  11. ^ Polsoz.fu-berlin.de
  12. ^ Westfälische Wilhelms-Universität Münster, Institut für Kommunikationswissenschaft. "Institut für Kommunikationswissenschaft Münster". uni-muenster.de.
  13. ^ "Visitors | Human Sciences and Technologies Advanced Research Institute".
  14. ^ "Prof. Quandt in Oxford & Stanford".
  15. ^ "Visiting Researcher Dr. Thorsten Quandt discusses Cyberbullying". ucsb.edu.
  16. ^ "Digital Games Research - ECREA Section". Digital-games.eu.
  17. ^ "ECREA online - About ECREA - Board members". Ecrea.eu.
  18. ^ "Journal of Communication - Editorial Board - Wiley Online Library". Wiley.com. doi:10.1111/(ISSN)1460-2466.
  19. ^ "Communication Theory - Editorial Board - Wiley Online Library". Wiley.com. doi:10.1111/(ISSN)1468-2885.
  20. ^ "Digital Journalism". tandfonline.com.
  21. ^ Jour.icahdq.org Archived 2015-12-22 at the Wayback Machine.
  22. ^ "DGPuK » Journalistik/Journalismusforschung". dgpuk.de.
  23. ^ "2017 ERC Consolidator Grants Panel Members" (PDF).
  24. ^ Hssaatio.fi
  25. ^ "'Junge Elite': Professor Thorsten Quandt erneut Fortschrittmacher: Universität Hohenheim". uni-hohenheim.de. Archived from the original on 2015-12-10.
  26. ^ Kowert, R.; Vogelgesang, J; Festl, R.; Quandt, T. (2015). "Psychosocial causes and consequences of online video game play". Computers in Human Behavior. 45: 51–58. doi:10.1016/j.chb.2014.11.074;.
  27. ^ Domingo, D., Quandt, T., Heinonen, A., Paulussen, S., Singer, J., & Vujnovic, M. (2008). Participatory journalism practices in the media and beyond: an international comparative study of initiatives in online newspapers. Journalism Practice, 2(3), 326-342.
  28. ^ a b Scharkow, M.; Festl, R.; Quandt, T. (2014). "Longitudinal patterns of problematic computer game use among adolescents and adults – a 2-year panel study". Addiction. 109 (11): 1910–1917. doi:10.1111/add.12662.
  29. ^ Breuer, J., Festl, R., Vogelgesang, J., & Quandt, T. (2015) Violent video games and physical aggression: Evidence for a selection effect among adolescents. Psychology of Popular Media Culture (Online First). doi: 10.1037/ppm0000035
  30. ^ Festl, R.; Quandt, T. (2013). "Social relations and cyberbullying: The influence of individual and structural attributes on victimization and perpetration via the Internet". Human Communication Research. 39 (1): 101–126. doi:10.1111/j.1468-2958.2012.01442.x.
  31. ^ "We just published a book on video game effects called "The Video Game Debate: Unravelling the Physical, Social, and Psychological Effects of Video Games" - AMA : Games". reddit.
  32. ^ a b Aarseth, Espen; Bean, Anthony M.; Boonen, Huub; Colder Carras, Michelle; Coulson, Mark; Das, Dimitri; Deleuze, Jory; Dunkels, Elza; Edman, Johan (2017-09). "Scholars' open debate paper on the World Health Organization ICD-11 Gaming Disorder proposal". Journal of Behavioral Addictions. 6 (3): 267–270. doi:10.1556/2006.5.2016.088. ISSN 2062-5871. PMC 5700734. PMID 28033714. Check date values in: |date= (help)
  33. ^ "Here's why experts are skeptical of the 'gaming disorder' diagnosis". The Verge. Retrieved 2018-06-20.
  34. ^ Philip DeFranco (2018-06-19), Why Gaming Addiction Is Now A Disease, Tomi Lahren & Ann Coulter Defend Child Immigrant Separation, retrieved 2018-06-20
  35. ^ "Neuer Katalog: WHO erklärt Online-Spielsucht offiziell zur Krankheit". Spiegel Online. 2018-06-14. Retrieved 2018-06-20.
  36. ^ CNN, Susan Scutti,. "WHO to recognize gaming disorder as mental health condition". CNN. Retrieved 2018-06-20.
  37. ^ ARD-Werbung SALES & SERVICES GmbH. "Detailseite: AS&S: AS&S". ard-werbung.de.
  38. ^ "Thorsten Quandt - Google Scholar Citations". scholar.google.de. Retrieved 2015-12-14.
  39. ^ Breuer, J.; Kowert, R.; Festl, R.; Quandt, T. (2015). "Sexist games = sexist gamers? A longitudinal study on the relationship between video game use and sexist attitudes". Cyberpsychology, Behavior, and Social Networking. 18 (4): 197–202. doi:10.1089/cyber.2014.0492.
  40. ^ "Altmetric – Sexist Games=Sexist Gamers? A Longitudinal Study on the Relationship Between Video Game Use and Sexist Attitudes". www.altmetric.com. Retrieved 2015-12-14.
  41. ^ Kotaku
  42. ^ Forbes
  43. ^ "Erkennung, Nachweis und Bekämpfung verdeckter Propaganda-Angriffe über Online-Medien". www.propstop.de. Retrieved 2018-06-20.
  44. ^ "Federal General Election 2017: Social Media Attack during TV Debate?". www.propstop.de. Retrieved 2018-06-20.
  45. ^ "A German YouTuber Tried To Make His Far-Right Hashtag Go Viral And It Was A Huge Flop". BuzzFeed. Retrieved 2018-06-20.