Index
CUBEness

Challenge: In recent years, exploring space has become a trending topic again. Various private organizations such as SpaceX, Blue Origin, or Virgin Galactic and government organizations from the USA, China, India, Europe, or Russia compete for supremacy in space. Besides the exploration of new dimensions, this trend paths the way for innovations that will also change our life on earth. For example, an increasing number of satellites orbiting our earth, offer new possibilities for earth observation and high-speed internet anywhere on earth. This offers new challenges and opportunities, which can be tackled with approaches from game design and gamification. Thus, the task of this semester’s course on Designing Gamified Systems was to:
Design an innovative game or gamification approach in which gaming, space technology and mobility meets in order to either A) improving life on earth or B) improving life in space.
Date: Winter semester 2021
Lecture: Designing Gamified Systems
Result:
CUBEness
Team: Heschu Qarani, Jonathan Stief, Sherwet Galal, Cem Karatasan, Gerrit Sußner
Abstract:
The interest in space is constantly increasing: From space agencies planning longer projects, such as NASAs’ Artemis mission, to private companies such as SpaceX planning to put humans on Mars. Overall, the private sector of space tourism is projected to reach a total of US$1.7 Billion by 2027. The market will expand much further in the future, with long-term missions becoming increasingly frequent.
Yet these long-term missions pose significant strains on both the human body and the mind. First among them is the deterioration of muscles, muscle atrophy, and the cardiovascular system through microgravity. These effects are so severe that even short missions (< 30 days) can cause a muscle volume loss of 5.5 to 15.9 percent. In order to combat these effects, most space agencies employ in-flight exercises of about 2.5 hours six days a week. Secondly, space missions represent the “perfect boring situation” and can invoke mental health issues.
Our VR solution addresses both aspects equally, as it gamifies the required exercise to avoid physical consequences, as well as challenge the players mentally and provides opportunities for experiencing social relatedness. For this, it uses both state-of-the-art VR equipment, as well as a Teslasuit, to not only make the experience feel even more immersive through haptic feedback, as well as the possibility to enhance training effects. The main game consists of resource collection during the exercise and a base-building type game in the phases between workouts. Both take place in VR.
In order to overcome the dullness of the monotonous environment, the game features a story putting the players in a scenario in 2075, where Mars has been colonized, and it is now their shared mission to defend and extend the colony. However, players need to collect resources through exercise to repair and build further modules, which is conducted within the VR game.
In the story mode, they are guided through their exercise by story-related messages, collecting resources while traversing the base and the landscapes of Mars. As voluntariness represents an important point in the acceptance of gamified approaches, however, players also have the option to avoid the story. While exercising, they collect resources by swiping them to the side with their controller. From the collected resources they then have the possibility to build three different types of buildings: (1) shelter domes, which set the defense for the whole colony, (2) windmills, which produce electricity for the colony, (3) greenhouses, which produce oxygen. To increase complexity, create fun, and challenge players mentally, the electricity and oxygen stats must match the shelter, or the colony will be dysfunctional, and the defense will receive a debuff. Players will have to ready their bases for increasingly difficult challenges, such as further alien attacks, sand storms, and similar difficulties that life on Mars would bring. This aims to create a long-time engagement in the player, relying on the immersion and social interaction between the crewmates of the space mission to defend their shared colony.
We use a Teslasuit, a smart textile two-piece full bodysuit, to make the experience immersive and interactive. The suit provides haptic feedback, captures motion and biometric functions. Further, a full-body haptic feedback system is built into the suit with 80 electrostimulation channels, which could be used to provide instant feedback on the players’ performance within the game. It can be functionalized in response to motion capture comparison at any time. No additional equipment will be need. The approach may be used with existing training equipment in space stations such as the ISS.

reHAND

Challenge: The use of digital technologies in rehabilitation processes is constantly increasing. In particular, studies show the advantages of telemedical assistance systems in rehabilitation and aftercare. Such cyber rehabilitation can support patients individually and at home. The aim of the project is to develop an gamified solution for assisting and motivating patients in hand rehabilitation.
Automate rehabilitation procedures with gameful simulations and make it accessible (at home)
Date: Winter semester 2021/2022
Lecture: Exergames
Result:
reHAND − Cyber Rehabilitation for hand injuries
Team: D. Braun, E. Alekseenko, V. Rincon, A. Patoary
Abstract: The human hands have a complex structure. Hand injuries, therefore, have a significant negative impact on multiple life aspects. This project presents a Virtual Reality (VR) Exergame to help medical practitioners receive information on improvement rates and make exercising more attractive to patients. The game has been developed in Unity 3D game engine for the HTC VIVE Focus 3. The reHAND system performs an error calculation of the user’s hand movements and then provides feedback on the accuracy with which a user can perform an exercise. While playing, a user should protect their garden from the angry jealous neighbor, who throws trash in it. Accordingly, the patient performs certain hand movements to break thrown objects. Further, reHAND covers such motivational affordances as points (intrinsic game score), levels, and storytelling.
GitLab Repository: https://gitos.rrze.fau.de/hex-teaching-2021/exergames/exergames-group-3
Designing Gamified Systems (MA)

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Driven by the rising popularity of digital games, technology, business and society are increasingly influenced and penetrated by games and trends of the gaming industry. One of the probably most important phenomena of this multi-faceted development is “gamification”, which refers to the use of design principles and features from games in the design of information systems, processes, and services.
Gamification’s popularity stems from the notion that games are a pinnacle form of hedonic information systems and thus are particularly effective in invoking intrinsic motivation and experiences such as autonomy, mastery, flow, immersion, relatedness and overall enjoyment. Across industries, marketers, designers and developers are thus using gamification as a design approach when engineering digital products and services with the purpose of inducing gameful experiences, influencing human motivation and even change behavior in various contexts.
This course
- teaches the key concepts, design patterns, and approaches of motivational, hedonic (i.e. games and video games), social and gamified information systems.
- offers deep insights into advanced concepts and theoretical foundations of game design, motivational psychology, and information system design.
- introduces methods and frameworks for designing gamified systems and managing gamification projects.
- discusses latest research findings and the potential impact of gamification on society, economy and everyday life.
Course Overview
Capstone Project
The course is complemented with a practical design project, where students in a team select and apply design methods & techniques in order to create a prototype of a gamified / hedonic information system. Within this project, the students can apply knowledge and skills acquired in this lecture and their studies in a challenging context.
EELISA
This course is offered as part of the European Engineering Learning Innovation and Science Alliance (EELISA – https://eelisa.eu). The EELISA cooperation will give the lecture an even more international setting and allow FAU students to collaborate in their projects with interdisciplinary students from all over Europe.
Learning Objectives and Skills
The students gain knowledge in understanding the underlying design principles of gamified and hedonic information systems and can analyze and discuss such systems. The students learn state-of-the-art methods, techniques, and tools for successfully conducting gamification projects and can select and apply them. The students can train their creativity, their prototyping skills as well as improve their collaboration and presentation skills.
Tutorials
The sessions are accompanied by tutorials, where students can learn the basics of developing games in Unity3D, as well as discuss current challenges in the implementation of their projects.
Prerequisites
Profound English skills are required. Further, creativity, experience in software design, user experience, prototyping, and software engineering are helpful. All participating students should be motivated to work in an international and interdisciplinary group on a challenging topic.
Lecturers
Prof. Dr. Benedikt Morschheuser
Tutor
Course details
Lecture + Capstone Project, 4 SWS, ECTS-Credits: 5
Dates
Wednesday, 09:45-13:00, LG 5.155
Module compatibility
WF IIS-MA 1 (ECTS-Credits: 5)
WF IIS-MA 2 (ECTS-Credits: 5)
WF IIS-MA 3 (ECTS-Credits: 5)
WF IIS-MA 4 (ECTS-Credits: 5)
WF WING-MA ab 1 (ECTS-Credits: 5)
WF ICT-MA ab 1 (ECTS-Credits: 5)
WF EEI-MA ab 1 (ECTS-Credits: 5)
ECTS
Credits: 5
Registration
Starts on 25. Februar 2022, 14:00 via StudOn.
Additional information
More details on course updates, materials, technical requirements, and other information will be announced in StudOn.
Keywords: Gamification, Interactive Information Systems, HCI, Customer Engagement, Social Computing, Hedonic Systems, Games
Inspiration from previous semesters
WS2021/2022
Capstone project topic:
Design of an innovative game or gamification approach at the intersection of gaming, mobility and space technology, which improve life on earth or travel in space.
Focus:
Gamification, crowdsourcing, satellite techonology, mobility, augmented reality
Event:
Billionaires start space tourism
Guest lecturers:
Alexander Satanowsky – Head of in-Car Gaming – Mercedes-Benz AG
Georgina Guillén-Hanson – Researcher on Gamifying Sustainable Consumption – Gamification Group Finland
Daniel Fernández Galeote – Game Designer and Researcher on Gamifying Sustainable Consumption – Gamification Group Finland
Dr. Michael Reinhardt – Head of OpenIT Studio – Siemens Healthineers
Nicolas Butterwegge – IT Strategy Manager – Siemens Healthineers
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SS2021
Capstone project challenge:
Design of an innovative game or gamification approach in which sports, gaming, and mobility meet as part of an unforgettable mixed-reality experience for potential visitors of the 2022 Olympic Asian Games in China, Hangzhou.
Focus:
eSports, sports, augmented reality, mobility, gamification
Event:
Asian games announced to have eSports as official discipline
Guest lecturers:
Alexander Satanowsky – Head of in-Car Gaming – Mercedes-Benz AG
Georgina Guillén-Hanson – Researcher on Gamifying Sustainable Consumption – Gamification Group Finland
Daniel Fernández Galeote – Game Designer and Researcher on Gamifying Sustainable Consumption – Gamification Group Finland
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Publications

2022
Designing gamification for sustainable employee behavior: Insights on employee motivations, design features and gamification elements
Hawaii International Conference on System Sciences 2022 (HICSS 2022) (Maui, HI, 3. January 2022 - 7. January 2022)
In: Tung X. Bui (ed.): Proceedings of the 55th Hawaii International Conference on System Sciences 2022
DOI: 10.24251/HICSS.2022.198
URL: https://hdl.handle.net/10125/79530
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2020
How game features give rise to altruism and collective action? Implications for cultivating cooperation by gamification
Hawaii International Conference on System Sciences 2020 (HICSS 2020) (Maui, HI, 7. January 2020 - 10. January 2020)
In: Tung X. Bui (ed.): Proceedings of the 53rd Hawaii International Conference on System Sciences 2020
DOI: 10.24251/hicss.2020.086
URL: https://hdl.handle.net/10125/63825
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2019
Is it a tool or a toy? How user’s conception of a system’s purpose affects their experience and use
In: International Journal of Information Management 49 (2019), p. 461−474
ISSN: 0268-4012
DOI: 10.1016/j.ijinfomgt.2019.07.016
URL: https://urn.fi/URN:NBN:fi:tuni-202011167971
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The gamification of work: Lessons from crowdsourcing
In: Journal of Management Inquiry 28 (2019), p. 145−148
ISSN: 1056-4926
DOI: 10.1177/1056492618790921
URL: https://urn.fi/URN:NBN:fi:tuni-201911216163
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Cooperation or competition – When do people contribute more? A field experiment on gamification of crowdsourcing
In: International Journal of Human-Computer Studies 127 (2019), p. 7−24
ISSN: 1071-5819
DOI: 10.1016/j.ijhcs.2018.10.001
URL: https://urn.fi/URN:NBN:fi:tuni-202011167972
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2018
First-hand experience of why gamification projects fail and what could be done about it
GamiFIN Conference 2018 (Pori, 21. May 2018 - 23. May 2018)
In: Jonna Koivisto, Juho Hamari (ed.): Proceedings of the 2nd International GamiFIN Conference 2018
Open Access: http://ceur-ws.org/Vol-2186/paper17.pdf
URL: http://ceur-ws.org/Vol-2186/paper17.pdf
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How to design gamification? A method for engineering gamified software
In: Information and Software Technology 95 (2018), p. 219−237
ISSN: 0950-5849
DOI: 10.1016/j.infsof.2017.10.015
URL: https://urn.fi/URN:NBN:fi:tuni-201911216151
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2017
The gamification of crowdsourcing systems: Empirical investigations and design (Dissertation, 2017)
URL: https://publikationen.bibliothek.kit.edu/1000074115/5503157
:
Gamified crowdsourcing: Conceptualization, literature review, and future agenda
In: International Journal of Human-Computer Studies 106 (2017), p. 26−43
ISSN: 1071-5819
DOI: 10.1016/j.ijhcs.2017.04.005
URL: https://urn.fi/URN:NBN:fi:tuni-201911216147
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How to gamify? A method for designing gamification
Hawaii International Conference on System Sciences 2017 (HICSS 2017) (Big Island, HI, 3. January 2017 - 7. January 2017)
In: Tung X. Bui, R. H. Sprague Jr. (ed.): Proceedings of the 50th Hawaii International Conference on System Sciences 2017
DOI: 10.24251/HICSS.2017.155
URL: https://hdl.handle.net/10125/41308
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Gamifizierung mit BPMN
In: Susanne Strahringer, Christian Leyh (ed.): Gamification und Serious Games: Grundlagen, Vorgehen und Anwendungen, Wiesbaden: Springer Vieweg, 2017, p. 31−42 (Edition HMD)
ISBN: 9783658167417
DOI: 10.1007/978-3-658-16742-4_3
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Designing cooperative gamification: Conceptualization and prototypical implementation
CSCW '17: Computer Supported Cooperative Work and Social Computing (Portland, Oregon, 25. February 2017 - 1. March 2017)
In: Proceedings of the 2017 ACM Conference on Computer Supported Cooperative Work and Social Computing 2017
DOI: 10.1145/2998181.2998272
URL: https://opus4.kobv.de/opus4-fau/frontdoor/index/index/docId/17445
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How games induce cooperation? A study on the relationship between game features and we-intentions in an augmented reality game
In: Computers in Human Behavior 77 (2017), p. 169−183
ISSN: 0747-5632
DOI: 10.1016/j.chb.2017.08.026
URL: https://urn.fi/URN:NBN:fi:tuni-201911216148
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2016
Gamification in crowdsourcing: A review
Hawaii International Conference on System Sciences 2016 (HICSS 2016) (Kauai, HI, 5. January 2016 - 8. January 2016)
In: Ralph H. Sprague Jr., Tung X. Bui (ed.): Proceedings of the 49th Hawaii International Conference on System Sciences 2016
DOI: 10.1109/HICSS.2016.543
URL: https://ieeexplore.ieee.org/document/7427729
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2015
Outsourcing: Die Standardisierung gewinnt an Relevanz
In: Wilhelm Niehoff, Stefan Hirschmann (ed.): Aspekte einer effizienten Bankorganisation, die-bank, 2015, p. 98–103
ISBN: 9783865564276
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Increasing intranet usage through gamification – Insights from an experiment in the banking industry
Hawaii International Conference on System Sciences 2015 (HICSS 2015) (Kauai, HI, 5. January 2015 - 8. January 2015)
In: Tung X. Bui, Ralph H. Sprague Jr. (ed.): Proceedings of the 48th Hawaii International Conference on System Sciences 2015
DOI: 10.1109/HICSS.2015.83
URL: https://nbn-resolving.org/urn:nbn:de:bvb:29-opus4-178761
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Gamifizierung mit BPMN
In: HMD : Praxis der Wirtschaftsinformatik 52 (2015), p. 840−850
ISSN: 1436-3011
DOI: 10.1365/s40702-015-0188-3
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2014
Interaction and reflection with quantified self and gamification: An experimental study
In: The Journal of Literacy and Technology 15 (2014), p. 136−156
ISSN: 1535-0975
Open Access: http://www.literacyandtechnology.org/uploads/1/3/6/8/136889/vr.pdf
URL: http://www.literacyandtechnology.org/uploads/1/3/6/8/136889/vr.pdf
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Banking 2020 - zwischen Individualisierung und Standardisierung.
2014
ISBN: 978-3-033-04538-5
URL: https://www.researchgate.net/profile/Benedikt-Morschheuser/publication/263444216_Banking_2020_-_zwischen_Individualisierung_und_Standardisierung/links/57c411cc08aee50192e87ce2/Banking-2020-zwischen-Individualisierung-und-Standardisierung.pdf
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2013
Gamifying quantified self approaches for learning: An experiment with the Live-Interest-Meter
The PLE Conference 2013: Learning and Diversity in the Cities of the Future (Berlin, 10. July 2013 - 12. July 2013)
In: Ilona Buchem, Graham Attwell, Gemma Tur (ed.): Proceedings of the 4th International Conference on Personal Learning Environments 2013
Open Access: http://pleconf.org/2013/files/2014/10/v5.0_PLE_Conference2013_ResearchReport_BeuthUniversity_MonashUniversity.pdf
URL: http://pleconf.org/2013/files/2014/10/v5.0_PLE_Conference2013_ResearchReport_BeuthUniversity_MonashUniversity.pdf
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Patente
- Method for providing information regarding parking spots (Property Right: DE102015211051A1)
Inventor(s):
Open positions

You are interested in conducting research in the field of gamification, games, digital customer experience, eCommerce, crowdsourcing, AR/VR, eSports, human-computer interaction, new media …?
Please take a look at our job offers or send us an unsolicited application:
Researchers
We are hiring
Doctoral Researcher (m/f/d) on the design and investigation of gamification solutions in team sports
The Gamification & Digital Customer Engagement research group (headed by Prof. Dr. Benedikt Morschheuser) at the Friedrich-Alexander-Universität Erlangen-Nürnberg (FAU) invites applications for a researcher position (m/f/d) TV-L E13 (75%), which offers the opportunity for a doctorate (PhD) in the field of gamification.
About us
Digital games are gaining increasing influence in business, society, and culture and have penetrated almost all areas of our daily lives in recent years. We have dedicated our research to this emerging phenomenon and focus on understanding game-related technologies, trends, and phenomena such as gamification, AR, VR, the ‘metaverse’, or eSports. A specific focus of our research is generating novel design knowledge for the successful gamification of information systems and the empirical investigation of the psychological and behavioral outcomes of gamification. Our research is interdisciplinary and originates at the intersection of psychology, design, computer science, economics, education, and data science. Our office is located at the city center of Nuremberg, where we offer a start-up-like working atmosphere in a friendly team with flat hierarchies and direct communication. We provide you with individual guidance for your doctorate and offer rich support for building up a network in academia and industry.
Your project
In cooperation with adidas AG, we design and investigate gameful approaches for optimizing performance diagnostics and training in team sports by using an existing adidas platform. As part of this project, you will collect user requirements from different target groups (e.g., athletes, coaches), develop app- / web- / AR-based gamification approaches and investigate their psychological and behavioral outcomes. The work is mainly composed of research activities, including research planning, prototype development, data gathering, data analysis, presentation, and dissemination of research results. Further, you will be involved in administrative and educational tasks of the research group, such as supervising of students.
Minimum qualifications and requirements
- University degree (diploma / M.Sc.) with a background in information systems, (sports) psychology, game design, business engineering, computer science, human-computer interaction, or related disciplines
- Ability to independently develop gamification prototypes based on practical experiences in web-/ app design, UX, as well as agile software engineering
- A high degree of responsibility, determination, creativity, perseverance, and a pioneering spirit
- Enthusiasm for a career in research combined with a profound interest in gamification, and human-computer interaction
- Proficient spoken and written command of English
Advantageous qualifications and requirements
- Ability to communicate complex ideas, concepts and information in an easy-to-understand manner
- Experience in conducting empirical research and academic article writing is advantageous
- Understanding and experience in design driven methodologies (research through design, participatory design, co-design, design science)
- Ability to develop working backend systems with Java, PhP, Python or a comparable programming language
- Enthusiasm for team sports, especially football
The earliest start date is 1st of April. The position is a fixed-term contract for the planned duration of the project with an optional extension.
Please send your application, including cover letter, curriculum vitae, copies of certificates and your most recent scientific papers (e.g., publications, master’s thesis, seminar papers) via email or contact form to Prof. Dr. Benedikt Morschheuser. Applications will be accepted until the position is filled.
Further, we offer support in writing an application for international doctoral programs, e.g. in cooperation with the Finnish Gamification Group, as well as PhD scholarships.
For experienced researchers we offer support in writing an application for the attractive Marie Skłodowska-Curie scholarships from the European Union and other scholarship programs.
External Researchers
We are open to external doctoral candidates who would like to join our team. If you are interested please check the WISO and FAU guidelines for external PhD students. When all criteria are met, please contact us!
Research Assistants
The start-up of a chair for gamification and digital customer engagement offers space for a wide range of tasks. Are you a student at FAU and interested? Please write us an email with a résumé, an overview of grades and a summary of your skills, your motivation and areas of interest.
Current Job Offers
Researcher (m/f/d) on the design and investigation of gamification solutions for performance diagnostics and training in team sports
The Chair for Information Systems (Gamification) by Prof. Dr. Benedikt Morschheuser at Friedrich-Alexander-University Erlangen-Nuremberg (FAU) invites applications for a position as
Researcher (m/f/d) on the design and investigation of gamification solutions for performance diagnostics and training in team sports
Das Aufgabengebiet umfasst u.a.:
We have dedicated our research to the increasing penetration of economy, society and culture with digital games (i.e. gamification) as well as current trends in the games industry such as AR, VR, the metaverse, or eSports. A specific focus of our research is generating novel design knowledge for the successful gamification of information systems and the empirical investigation of the psychological and behavioral outcomes of gamification. Our research is interdisciplinary and originates at the intersection of psychology, design, computer science, economics, education, and data science. Our office is located at the city center of Nuremberg, where we offer a start-up-like working atmosphere in a friendly team with flat hierarchies and direct communication. We provide you with individual guidance for your doctorate and offer rich support for building up a network in academia and industry.
In cooperation with adidas AG, your task will be to design, develop and investigate gameful approaches for optimizing performance diagnostics and training in team sports by using an existing adidas platform. As part of this project, you will collect user requirements from different target groups (e.g., athletes, coaches), develop app- / web- / AR-based gamification approaches and investigate their psychological and behavioral outcomes. The work is mainly composed of research activities, including research planning, prototype development, data gathering, data analysis, presentation, and dissemination of research results. Further, you will be involved in administrative and educational tasks of the research group, such as supervising of students. As part of the project, there are opportunities for a doctorate in the field of business informatics with a focus on gamification research.
Notwendige Qualifikation
- University degree (diploma / M.Sc.) with a background in information systems, (sports) psychology, game design, business engineering, computer science, human-computer interaction, or related disciplines
- Ability to independently develop gamification prototypes based on practical experiences in web-/ app design, UX, as well as agile software engineering
- A high degree of responsibility, determination, creativity, perseverance, and a pioneering spirit
- Enthusiasm for a career in research combined with a profound interest in gamification, and human-computer interaction
- Proficient spoken and written command of English
Wünschenswerte Qualifikation
- Ability to communicate complex ideas, concepts and information in an easy-to-understand manner
- Experience in conducting empirical research and academic article writing is advantageous
- Understanding and experience in design-driven methodologies (research through design, participatory design, co-design, design science)
- Ability to develop working backend systems with Java, PhP, Python or a comparable programming language
- Enthusiasm for team sports, especially football
Bemerkungen
The earliest start date is 1st of April. The position is a fixed-term contract for the planned duration of the project with an optional extension. We offer flexible working hours and the possibility to work from home.
Please send your application, including cover letter, curriculum vitae, copies of certificates and your most recent scientific papers (e.g., publications, masters thesis, seminar papers) via email or contact form to Prof. Dr. Benedikt Morschheuser. Applications will be accepted until the position is filled.
- Application deadline
- 30.05.2022
- Job title
- Researcher (m/f/d) on the design and investigation of gamification solutions for performance diagnostics and training in team sports
- Job start
- 01.04.2022
- Deployment location
- Juniorprofessur für Wirtschaftsinformatik, insbesondere Gamification
- Payment
- TV-L E13
- Part-time / full-time
- Vollzeit
- Limitation
- 2 years (can be extended)
- Reason for the limitation
- befristetes Forschungsvorhaben
- Contact for further information
- Prof. Dr. Benedikt Morschheuser
E-Mail: wiso-gamification@fau.de
Details
Für alle Stellenausschreibungen gilt: Die Friedrich-Alexander-Universität fördert die berufliche Gleichstellung der Frauen. Frauen werden deshalb ausdrücklich aufgefordert, sich zu bewerben.
Schwerbehinderte im Sinne des Schwerbehindertengesetzes werden bei gleicher fachlicher Qualifikation und persönlicher Eignung bevorzugt berücksichtigt, wenn die ausgeschriebene Stelle sich für Schwerbehinderte eignet. Details dazu finden Sie in der jeweiligen Ausschreibung unter dem Punkt "Bemerkungen".
Bei Wunsch der Bewerberin, des Bewerbers, kann die Gleichstellungsbeauftragte zum Bewerbungsgespräch hinzugezogen werden, ohne dass der Bewerberin, dem Bewerber dadurch Nachteile entstehen.
Ausgeschriebene Stellen sind grundsätzlich teilzeitfähig, es sei denn, im Ausschreibungstext erfolgt ein anderweitiger Hinweis.
Wissenschaftliche/r Mitarbeiter/in (m/w/d) für Forschung im Bereich Gamification und Motivational Design
Am adidas Stiftungslehrstuhl für Wirtschaftsinformatik, insb. Gamification, von Prof. Dr. Benedikt Morschheuser an der Friedrich-Alexander-Universität Erlangen-Nürnberg (FAU) besetzen wir ab sofort eine Stelle als
Wissenschaftliche/r Mitarbeiter/in (m/w/d) für Forschung im Bereich Gamification und Motivational Design
Das Aufgabengebiet umfasst u.a.:
Unsere Forschungsgruppe widmet sich der zunehmenden Durchdringung von Wirtschaft, Gesellschaft und Kultur mit digitalen Games sowie Trends der Games-Industrie wie AR, VR, Metaverse oder eSports. Ein besonderer Fokus bildet hierbei die Entwicklung innovativer Gamification-Anwendungen für spielfremde Kontexte, sowie die empirische Untersuchung der Auswirkung spezifischer Game-Design-Elemente auf Motivation, Nutzererleben und Verhalten. Unsere Forschung ist interdisziplinär und findet an der Schnittstelle von Psychologie, Design, Informatik, Wirtschaftswissenschaften und Data-Science statt.
Im Rahmen eines Forschungsprojekts mit der adidas AG wird es Ihre Aufgabe sein innovative Gamification-Ansätze zur Optimierung der Leistungsdiagnostik und des Trainings in Teamsportarten zu entwickeln und zu erforschen. Dabei erheben Sie Nutzeranforderungen verschiedener Zielgruppen (z.B. Sportler:innen, Trainer:innen), entwickeln App- / Web- / AR-basierte Gamification-Ansätze und untersuchen die psychologischen und verhaltensspezifischen Auswirkungen dieser Ansätze. Kern Ihrer Arbeit ist die Durchführung von Forschungsaktivitäten, wie die Planung und Durchführung von Studien, die Analyse von Daten und die Veröffentlichung von Forschungsergebnissen. Begleitend unterstützen Sie durch Ihre Mitarbeit in weiteren Aufgaben des Lehrstuhls (z.B. der Betreuung von Studierenden). Im Rahmen des Projekts sind Möglichkeiten zur Promotion im Fachbereich Wirtschaftsinformatik mit einem Schwerpunkt in der Gamification-Forschung gegeben. Eingebettet in ein strukturiertes Promotionsprogramm wird Ihr Promotionsvorhaben optimal unterstützt.
Notwendige Qualifikation
- Sehr guter Universitätsabschluss (Diplom / M.Sc.) in Wirtschaftsinformatik, (Sport-) Psychologie, Game-Design, Wirtschaftsingenieurwesen, Informatik, Mensch-Computer-Interaktion oder angrenzenden Disziplinen
- Erfahrung im Interface-Design, in UX und Web- / App-Entwicklung sowie der agilen Softwareentwicklung
- Ein hohes Maß an Verantwortungsbewusstsein, Zielstrebigkeit, Kreativität, Ausdauer und Pioniergeist
- Enthusiasmus für Wissenschaft im Bereich Gamification und der Mensch-Computer Interaktion
- Sehr gute Englischkenntnisse in Wort und Schrift
Wünschenswerte Qualifikation
- Erste Praxiserfahrungen, zum Beispiel aus Werkstudententätigkeiten, Selbständigkeit oder Praktika
- Kenntnisse im wissenschaftlichen Arbeiten und Publizieren von Forschungsarbeiten sind von Vorteil
- Erste Erfahrungen in der Entwicklung von Backend-Systemen mit Java, PhP, Python oder einer vergleichbaren Programmiersprache
- Begeisterung für Teamsportarten, insb. Fußball
Bemerkungen
Unser Büro befindet sich in den Räumen der FAU in der Nürnberger Innenstadt. Hier bieten wir eine Start-up-ähnliche Arbeitsatmosphäre in einem sympathischen Team mit flachen Hierarchien, direkter Kommunikation und einem hohen Freiheitsgrad für alle Teammitglieder. Bei uns erhalten Sie eine umfangreiche Betreuung für Ihr angestrebtes Promotionsvorhaben und Unterstützung beim Aufbau eines Netzwerks in Industrie und Wissenschaft. Ebenfalls bieten wir Flexibilität bei der Wahl des Arbeitsorts.
Die Beschäftigung erfolgt nach Maßgabe der Bestimmungen des Tarifvertrags für den öffentlichen Dienst der Länder (TV-L). Die Stelle ist befristet auf die Laufzeit des Projekts mit Option auf Verlängerung. Schwerbehinderte werden bei entsprechender Eignung bevorzugt eingestellt. Wir streben eine Erhöhung des Frauenanteils an und fordern daher entsprechend qualifizierte Interessentinnen ausdrücklich zur Bewerbung auf.
Bitte senden Sie Ihre Bewerbung inkl. Anschreiben, Lebenslauf, Zeugniskopien sowie mindestens eine Ihrer letzten wissenschaftlichen Arbeiten (z.B. Masterarbeit, Seminararbeit) per E-Mail (Benedikt.Morschheuser@fau.de) oder Formular auf unserer Webseite (https://gamification.rw.fau.eu) an Prof. Dr. Benedikt Morschheuser.
- Application deadline
- 30.05.2022
- Job title
- Wissenschaftliche/r Mitarbeiter/in (m/w/d) für Forschung im Bereich Gamification und Motivational Design
- Job start
- 01.04.2022
- Deployment location
- Juniorprofessur für Wirtschaftsinformatik, insbesondere Gamification
- Payment
- TV-L E13
- Part-time / full-time
- Vollzeit befristet
- Limitation
- zunächst 2 Jahre
- Reason for the limitation
- befristetes Forschungsvorhaben
- Contact for further information
- Prof. Dr. Benedikt Morschheuser
E-Mail: wiso-gamification@fau.de
Details
Für alle Stellenausschreibungen gilt: Die Friedrich-Alexander-Universität fördert die berufliche Gleichstellung der Frauen. Frauen werden deshalb ausdrücklich aufgefordert, sich zu bewerben.
Schwerbehinderte im Sinne des Schwerbehindertengesetzes werden bei gleicher fachlicher Qualifikation und persönlicher Eignung bevorzugt berücksichtigt, wenn die ausgeschriebene Stelle sich für Schwerbehinderte eignet. Details dazu finden Sie in der jeweiligen Ausschreibung unter dem Punkt "Bemerkungen".
Bei Wunsch der Bewerberin, des Bewerbers, kann die Gleichstellungsbeauftragte zum Bewerbungsgespräch hinzugezogen werden, ohne dass der Bewerberin, dem Bewerber dadurch Nachteile entstehen.
Ausgeschriebene Stellen sind grundsätzlich teilzeitfähig, es sei denn, im Ausschreibungstext erfolgt ein anderweitiger Hinweis.
Nothing found, but still curious:
Offers of Partners
Currently, no job offer.