If you would like to write your thesis with us, please contact us. Below you find an overview of open topics in our research group. If there is no suitable topic available, you are welcome to send a short application with a short résumé, grades and a summary of your interests.
|Type||Topic||Prototyping / programming
|Master||Is gamification a key to engage employees in sustainable behavior at work?
A thesis opportunity in cooperation with EnBW Energie Baden-Württemberg AG
|not required||Benedikt Morschheuser|
|Master||Trust in AI: A study to understand what we can learn from games when designing AI
|Master||Education and Research in the Metaverse||Programming||Benedikt Morschheuser|
|Master||Gamification of team sports: Design and investigation of gamful solution for performance training in football teams
|Bachelor/ Master||Gamification of team sports: A qualitative stakeholder analysis and derivation of design patterns
|not required||Benedikt Morschheuser|
Finished theses and theses in progress
|Master||How to onboard the user? A study on designing fun on the first click
Game designers are experts when it comes to designing engaging activities that motivate from the very first second. This knowledge can also support and optimize the adoption of educational solutions. Within the serious game “INFLAMMANIA“, we would like to try out various onboarding approaches and develop design knowledge for creating more effective learning games. Inflammania is an educational game that combats inflammation in chronic diseases.
|L. Liu||Benedikt Morschheuser|
|Bachelor||Designing Experiments in Roblox||D. Lam||Benedikt Morschheuser|
|Bachelor||Gaming meets Mobility: Gamification in proprietary innovation of the automotive industry
This bachelor thesis presents an overview on the use of gamification in proprietary innovation of the automotive industry based on a structured literature review in the database Espacenet of the European patent
|M. te Lake||Benedikt Morschheuser||06.08.2021|
|Bachelor||Creators of the Metaverse – Who are they and what drives them to build virtual worlds?
Using qualitative interviews with N=14 participants, this thesis examines who creates content in the metaverse and what reasons and motives drive content creators.
|M. Bitz||Benedikt Morschheuser||25.04.2022|
|Master project||Does adaptive gamification increase motivation and participation in gamified crowdsourcing? An experiment in a text-based adventure game for collecting handwriting data
In collaboration with the STABILO International GmbH, we developed a text-based adventure for the STABILO DigiPen and empirically evaluated whether personalized gamification experience produce better outcomes in gamified crowdsourcing compared to one-size-fits-all approaches.
|M. Weber||Benedikt Morschheuser||31.3.2022|
|Bachelor||The intrinsic drivers of content creators in the Metaverse – a quantitative study
This thesis examines the intrinsic motivations of content creators related to word of mouth (WOM) and the intention to continue creating content on and for the Metaverse platform Roblox. The results are compared to the findings of previous studies of content creators of Web 2.0 platforms. Data for this study was collected using an online survey of 50 content creators of Roblox and was analyzed using structural equation modeling in SmartPLS. Based on the uses and gratifications theory (U&G), the study provides first insights of a quantitative approach exploring the intrinsic motivations of people creating for the Metaverse Roblox, trying to build the most renowned virtual 3D worlds and games, meet people or to hang out.
|F. Feldmeier||Benedikt Morschheuser||30.3.2022|
|Bachelor||Gamified Cycling: A literature review and future agenda||F. Gast||Benedikt Morschheuser|
|Master||Perspective Switching in Human-AI Teaming – An Empirical Investigation of the Effects of Perspective Switching on AI Technology Acceptance
Recently there is an increasing importance of AI and Robotics in organizations and everyday life, but existing barriers prevent the widespread adoption of AI. Human-Robot-Interaction is widely used in industrial applications, e.g., picking and placing in production lines. So far, the market for personal domestic and service robots, or social robots, is comparably small. Still, mainly domestic and social robots will likely become increasingly prevalent and penetrate our everyday lives. During the Covid-19 pandemic, quarantine measures, contact restrictions, and home office have led to increased social isolation. Social isolation is a risk factor for loneliness and impairing mental health. The use of social robots can potentially prevent or at least minimize these negative consequences. In this master thesis, we investigate the impact of an audio-visual perspective switching exercise on the technology acceptance of a social robot measured by the Technology Acceptance Model by Davis. We also incorporate other related constructs, such as anxiety, perceived enjoyment, and perceived sociability. As a social robot for the experiment, we chose the so-called Gatebox, which is developed and manufactured by the Japanese tech company Vinclu. Gatebox is a virtual home robot that accompanies its owner in everyday life. Azuma Hikari represents an AI assistant; she not only communicates with her voice but is a holographically depicted anime girl who inhabits the Gatebox. In times of a global pandemic and increasing social isolation, the Gatebox is not only a home assistant that is supposed to make everyday life easier but also a social robot companion with which the user lives together. By measuring the constructs before and after the exercise, we would like to determine what impact Perspective Switching has on technology acceptance. The results can inspire the design and implementation of future HRI/HAI systems.
|L. Köhler||Maximilian Wittmann|
|Master||Gamification in Inbound Logistics – master thesis in cooperation with Lidl Stiftung & Co. KG||J. Steif||Benedikt Morschheuser|
|Master project||Gamification in performance diagnostics and training of team sports||G. Sußner||Benedikt Morschheuser|
|Master||Gamification of team sports: Design and investigation of gamful solution for performance training in football teams||B. Kodomani||Benedikt Morschheuser|
|Bachelor||Creators of the Metaverse: Why people build virtual worlds in their spare time – a quantitative study||T. Müller||Benedikt Morschheuser|
|Master project||Perspective Switching in Human-AI Teaming
Artificial Intelligence (AI) is considered as one of the most important enablers of industry 4.0. Thanks to increasing computing power and the availability of large amounts of valuable data, AI can be used on a large scale in the manufacturing industry. AI can be perceived in different forms. It can have a physical representation. One example are AI-powered robots on the shop floor that are responsible for assembly tasks. But it can also be invisible and embedded in software, such as predictive maintenance software. However, there is still a long way to go before AI is implemented from pilot projects into practice, because there are several obstacles to the introduction of AI-based systems. One main obstacle is people’s lack of trust in AI. This may be due to cognitive barriers. Powerful AI uses complex algorithms. Ordinary users, however, often perceive AI as a “black box” because it is difficult to comprehend an AI’s decision making. In addition, emotional barriers exist. These barriers include, for instance, the fear of being replaced by a robot. To overcome this impediment, a concept from recent research in game design seems very promising, namely perspective switching. Game developers implement elements of perspective switching between human players and Non-Player-Characters (NPC) to improve cooperation and trust. In this way, the NPC can be viewed as a team member rather than a mere tool. Implementing perspective switching as a design pattern is also powerful to elicit feelings towards NPCs as it can help human players to identify and sympathize more easily with the NPC. We will apply this concept to human-AI-interaction in the manufacturing industry to assess if it is possible to achieve the same effect as in the game industry. To carry out this study, a game prototype will first be developed in Roblox, in which the player and a cooperative robot work together to complete tasks on the shopfloor of a manufacturing facility. The unique feature of the game is the player’s ability to switch perspective with the robot. Our research model is based on the Technology Acceptance Model by Davis. To test our hypotheses and investigate the impact of perspective switching on employees’ attitudes toward AI, experiments will be conducted with a few voluntary participants. Pre- and post-game survey data will be collected and analyzed using statistical software. The insights of this work can inspire the design of future human-AI-cooperation scenarios in a manufacturing environment.
|R. Xie||Maximilian Wittmann|
|Master||Gamifying the human-AI cooperation||P. Kremer||Benedikt Morschheuser|
|Master||Designing and understanding the effects of gamified VR training on human-robot teaming||M. Weber||Benedikt Morschheuser|
Our research group focuses on the increasing penetration of technology, business, and everyday life with games, game design elements, and emerging phenomena from the (video) gaming industry, such as virtual & augmented realities, virtual goods, eSports, the ‘metaverse’ or serious games.
In particular, we investigate the design of gamified information systems and the effects of game design feature on human motivation, experiences, and behaviour (e.g., engagement, participation, collaboration, performance, learning, or technology use).
We apply our research in various domains (e.g., sales & marketing, mobility, education, collaboration, product design, innovation, creativity) and industries (e.g., consumer goods, automotive, banking, healthcare, education) and focus on finding solutions for urgent challenges of organizations and society.
…der Mensch spielt nur, wo er in voller Bedeutung des Worts Mensch ist, und er ist nur da ganz Mensch, wo er spielt.
Friedrich Schiller, 1795