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 GalalCem KaratasanGerrit 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.

Astronaut Mark Vande Hei Expedition 53 Flight Engineer exercises on the COLBERT (Combined Operational Load Bearing External Resistance Treadmill) in the Tranquility module – Photo by NASA

 

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)

Seats are limited. Register now via StudOn! 

Leaderboard
CC photo by Element5 Digital on Unsplash https://unsplash.com/photos/LTyDj7u_TU4

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

Mareike Weber

 

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

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

Publications

2022

2020

2019

2018

2017

2016

2015

2014

2013

Patente

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, master’s 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

Details

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


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

Details

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


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:

I’m curious

 

Offers of Partners

Currently, no job offer.