Index
Designing a text-based adventure game to train an AI in reading handwriting
In collaboration with STABILO International GmbH, we developed a text-based adventure for the STABILO DigiPen. STABILO Dungeon is a gamified crowdsourcing approach that aims to engage people in writing words with the IoT device Digipen, a classic ballpoint pen equipped with sensors to detect movement and pressure of a person’s handwriting. The aim of this project is to collect handwriting data for further developing the Digipen’s machine learning algorithms.
The core game mechanism of STABILO Dungeon is primarily driven by a narrative: At predefined points in the game, the player controlling the protagonist can decide the story’s progression by writing down an actionable activity on standard paper. The possible activities are a set of pre-defined actions in the game, which makes it easy for the DigiPen to recognise the handwritten word and thus to further train the handwriting recognition.
While the benefits and potential of gamification have been consistently demonstrated in various research, it is crucial to acknowledge that gamification approaches are not always effective and vary in their success, possibly because standard gamification concepts such as one-size-fits-all (OSFA) approaches commonly lack the consideration of the diversity of users. However, with adaptive gamification, this issue can be addressed by adapting the system to the individual user’s preferences.
Between January and May 2022, the experiment was presented on two consecutive weekends at JOSEPHS, an open-innovation laboratory in the city-centre of Nuremberg, as well as at the “Long Night of the Sciences” in Nuremberg. In total, the study resulted in a collection of 8,563 crowdsourced handwritten words. 135 participants completed the experiment by playing the game as well as filling out two questionnaires which measured the players’ enjoyment and intention for future play, amongst others.
The public-service radio and television broadcaster Bayerischer Rundfunk released a short video in German showcasing the experiment as well as the DigiPen as part of the Frankenschau at 28.02.2022.
For more details, see: https://www.br.de/mediathek/video/erste-testlaeufe-intelligenter-stift-digitalisiert-handschrift-av:621d14290b569700085cde93
We thank Jens Barth, Tim Hamann and Peter Kaempf of STABILO International GmbH for the exciting collaboration.
The study was presented as a conference paper at the Hawaii International Conference on System Sciences 2023 in January 2023. Please see the paper for full details:
ParKing – A gamified crowdsourcing approach to simplify parking
(The project was conducted by Dr. Benedikt Morschheuser outside FAU)
Finding a parking spot in large cities is often time-consuming and stressful. Studies conducted in different cities around the globe revealed that around 30% of prevailing traffic is cruising for parking (Shoup, 2005, 2006). The traffic generated by people searching for a parking spot has great economic and ecological consequences: Searching for parking is responsible for tons of carbon dioxide emissions every day and heavily influences the time and fuel consumption of other drivers (Arnott et al., 2005; Axhausen et al., 1994; Shoup, 2005, 2006).
The idea behind the project ParKing was that a “Gamified Parking Assistant System” may help drivers unfamiliar with the parking situation of a city, such as tourists or business travellers, with getting an overview and reducing their cruising for parking. As part of the project, gamification patterns for engaging people in sharing information on parking spaces has been identified, evaluated and a working prototype of a gamified parking assistant was developed. A three-month field experiment across Germany with 372 people showed that the concept worked out and a comprehensive map of on-street parking spaces could be generated.
Results concerning the effects of different gamification design features on motivation and participation received international attention in the gamification research community and were published in the article:
Morschheuser, B., Hamari, J., & Maedche, A. (2019). Cooperation or competition – When do people contribute more? A field experiment on gamification of crowdsourcing. International Journal of Human-Computer Studies, 127, 7−224. doi: 10.1016/j.ijhcs.2018.10.001
Please see the paper for full details:
Article in the International Journal of Human-Computer Studies
Free pre-print on ResearchGate
Furthermore, several news media reported about this project, including the national radio channel Deutschlandfunk as well as the newspapers Badische Neueste Nachrichten (BNN) and Frankfurter Allgemeine Zeitung (FAZ).
The website parking-app.de provides a detailed overview about the study conducted and the prototype developed with students from the Karlsruhe Institute of Technology and the University of Mannheim. The website summarizes bothproject vision and conducted research.
Based on the results of this study, Robert Bosch GmbH developed the app “Parkineers”, which has been released as iOS and Android app in Germany.
References
Arnott, R., Rave, T., & Schöb, R. (2005). Alleviating urban traffic congestion. MIT Press.
Axhausen, K. W., Polak, J. W., Boltze, M., & Puzicha, J. (1994). Effectiveness of the parking guidance system in Frankfurt am Main. Traffic Eng. Control 35, 304–309.
Shoup, D.C., 2006. Cruising for parking. Transp. Policy 13, 479–486. doi:10.1016/j.tranpol.2006.05.005
Shoup, D.C., 2005. The high cost of free parking. Planners Press, Chicago.
Morschheuser, B., Hamari, J., & Maedche, A. (2019). Cooperation or competition – When do people contribute more? A field experiment on gamification of crowdsourcing. International Journal of Human-Computer Studies, 127, 7−224. doi: 10.1016/j.ijhcs.2018.10.001
Research projects
PRIME – Privacy in the Metaverse
The metaverse is seen as a potential successor of today’s internet. While tech companies are emphasizing the enormous economic potential of the metaverse, it also poses new threats to the privacy of potential users.
In this context, the research project “PRIME – Privacy in the Metaverse” aims to gather knowledge in the current early phase of the development of metaverse platforms in order to enable citizens to engage in an informed discourse about the opportunities and risks of using metaverse platforms for their privacy, self-determination and data protection. The project also aims to develop new methods and design principles to support content creators and service providers on metaverse platforms in protecting the users’ privacy.
The joint project, funded by the German Federal Ministry of Education and Research (BMBF) for 36 months, is being carried out by our research group at FAU in close cooperation with Prof. Dr. Christian Thorun of ConPolicy GmbH in Berlin, Prof. Dr. Louisa Specht-Riemenschneider of the University of Bonn, Prof. Dr. Gerald Spindler of the University of Göttingen. In detail, the project pursues the following focal points:
- Design and evaluation of user interfaces and design principles that enable users of metaverse platforms to effectively exercise their right to privacy and, among other things, adequately support their informed consent, and protect themselves from harassment and assault.
- Development and testing of metrics to evaluate the design of virtual content on metaverse platforms for its impact on user privacy in order to mitigate dark patterns and deceptive designs in the metaverse.
- Research and testing of innovative design and development processes to gather the user opinions on metaverse content with respect to the aforementioned user interfaces and metrics, both using classical methods of usability research as well as methods used in the metaverse itself.
The research project builds on broad public relations and cooperation with regional partners, such as the open innovation lab JOSEPHS in Nuremberg, the XR Hub Bavaria, Games in Bavaria, or Journee Technologies GmbH.
Funding reference: 16KIS1895
Duration: July 1, 2023 – June 31, 2026
Further information:
– https://privacy-metaverse.de
– https://www.forschung-it-Sicherheit-kommunikationssysteme.de/projekte/prime
Team: Jeanine Kirchner-Krath, Runjie Xie
Discovering Gaming and Gameful Content Creation in Mobility
In cooperation with CARIAD, we are exploring in-car gaming and the art of creating gameful content within the automotive industry. It’s a unique blend of cutting-edge research and real-world application that promises to redefine how we experience cars. Based on our gamification and gaming expertise and the technological prowess of the CARIAD, we’re diving deep into the world of in-car gaming. We’re not just playing games; we’re shaping the future of mobility and entertainment. Our goal is to bring the excitement of gaming into mobility, creating immersive experiences that blend seamlessly with your daily commute. Imagine driving becoming more than just a chore – it becomes an adventure, a challenge, and a source of fun.
Project objectives:
- Design and development of gameful content creation solutions
- Explore factors influencing the in-car gaming experience
- Derivation of design principles
Team: Johanna Eiting, Jonathan Stief
Learn2Focus with Information Systems: Exploring the Potential of Motivational Information Systems against Procrastination in Academic Contexts
Procrastination – the deliberate postponement of necessary or important tasks knowing that this will have negative consequences in the future – is a widespread phenomenon in the academic context, affecting up to 50-70% of all students and researchers. In addition to obvious effects on academic performance, procrastination is also associated with serious consequences for mental health of those affected. The research project “Learn2Focus with Information Systems” aims to investigate the potential of motivational information systems as a novel and accessible intervention to support self-organized work in academic contexts.
Project objectives:
- Investigating the effects of motivational information systems to combat procrastination among students
- Deriving design recommendations for the design of motivational information systems against procrastination in the academic context
The project is funded by FAU’s scholarship program for the “Realization of Equal Opportunities for Women in Research and Teaching” (FFL).
Duration: September 1, 2023 – August 31, 2024
Team: Jeanine Kirchner-Krath
Design and evaluation of gamification solutions to improve football training
In cooperation with adidas, we want to improve training and performance diagnostics in football through innovative gamification approaches. For this, we explore the impact of different gamification features using an existing adidas platform and wearable devices.
Project objectives:
- Design and development of different gamification features
- Evaluation of developed gamification features with regard to sociopsychological dynamics in the team and effects on the behavior of the football players
- Derive design recommendations and principles for gamification in team sports based on the results of field experiments
Team: Sandra Birnstiel
FontanQuest: A study on the potential of game-based training programs for children with Fontan circulation
In collaboration with the University Hospital Erlangen, we are investigating the psychological and behavioural outcomes of using game-based high-intensity interval training programs in children with Fontan circulation. The project is supported by the “Sonderfonds für wissenschaftliche Arbeiten an der FAU” by the city of Nuremberg and conducted together with PD Dr. Dr. med. Isabelle Schöffl from the pediatric cardiology department at the University Hospital Erlangen.
Completed projects
More details on our previous research will follow soon. In the meantime, please see our publications.
Publications
Peer-reviewed publications
Journal Articles
Proteus effect or bodily affordance? The influence of virtual high-heels on gait behavior
In: Virtual Reality 28 (2024), p. 1-19
ISSN: 1359-4338
DOI: 10.1007/s10055-024-00966-5
URL: https://link.springer.com/article/10.1007/s10055-024-00966-5 , , :
Challenges in the adoption of sustainability information systems: A study on green IS in organizations
In: International Journal of Information Management (2024), Article No.: 102754
ISSN: 0268-4012
DOI: 10.1016/j.ijinfomgt.2024.102754
URL: https://www.sciencedirect.com/science/article/pii/S0268401224000021 , , , , , :
Altruism or egoism – How do game features motivate cooperation? An investigation into user we-intention and I-intention
In: Behaviour & Information Technology (2023)
ISSN: 0144-929X
DOI: 10.1080/0144929X.2023.2196581 , , , :
Gamification of cooperation: A framework, literature review and future research agenda
In: International Journal of Information Management 67 (2022)
ISSN: 0268-4012
DOI: 10.1016/j.ijinfomgt.2022.102549 , , , :
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 , , :
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 , , :
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 , :
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 , , , :
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 , , , :
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 , , , :
Gamifizierung mit BPMN
In: HMD : Praxis der Wirtschaftsinformatik 52 (2015), p. 840−850
ISSN: 1436-3011
DOI: 10.1365/s40702-015-0188-3 , , , :
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 , , , :
Conference Contributions
Combating Procrastination with Information Systems: A Systematic Review on Design Approaches and Effects
Thirty-Second European Conference on Information Systems (ECIS 2024) (Paphos, 13. June 2024 - 19. June 2024)
In: ECIS 2024 Research Papers 2024 , , :
Exploring gamification in team sports: a scoping review and research agenda
8th International GamiFIN Conference (Ruka, Finnland, 2. April 2024 - 5. April 2024) , :
Influence of Virtual Shoe Formality on Gait and Cognitive Performance in a VR Walking Task
IEEE VR 2024: The 31st IEEE Conference on Virtual Reality and 3D User Interfaces (Orlando, Florida, USA, 16. March 2024 - 21. March 2024) , , :
I = Robot: An Investigation of How Perspective Switching Can Support People’s Acceptance of AI-Powered Social Robots
IEEE International Conference on Robot and Human Interactive Communication (RO-MAN) (Busan, 28. August 2023 - 31. August 2023)
In: Proceedings of the 32nd IEEE International Conference on Robot and Human Interactive Communication (RO-MAN) 2023
DOI: 10.1109/RO-MAN57019.2023.10309478 , , :
Inflammania 3D: Exploring the Use of the Metaverse Platform Roblox for Science Communication
7th Annual International GamiFIN Conference 2023 (Lapland, 18. April 2023 - 21. April 2023)
In: Presented poster at the 7th Annual International GamiFIN Conference 2023, 18-21 April 2023, Lapland, Finland 2023
Open Access: https://opus4.kobv.de/opus4-fau/frontdoor/index/index/docId/23201
URL: https://opus4.kobv.de/opus4-fau/frontdoor/index/index/docId/23201 , , , , , , :
AI-assisted learning with ChatGPT and large language models: Implications for higher education
The 23rd IEEE International Conference on Advanced Learning Technologies (ICALT 2023) (Orem, 10. July 2023 - 13. July 2023)
DOI: 10.1109/ICALT58122.2023.00072 , , , :
Designing Pedagogical Conversational Agents in Virtual Worlds
21. Fachtagung Bildungstechnologien der Gesellschaft fur Informatik e.V., DELFI 2023 - 21st Conference on Educational Technologies of the German Informatics Society, DELFI 2023 (Aachen, DEU, 11. September 2023 - 13. September 2023)
In: Rene Ropke, Ulrik Schroeder (ed.): Lecture Notes in Informatics (LNI), Proceedings - Series of the Gesellschaft fur Informatik (GI) 2023
DOI: 10.18420/delfi2023-29 , , , , :
Designing tailored gamification: A mixed-methods study on expert perspectives and user behavior in a gamified app for sustainability at work
7th International GamiFIN Conference (Levi, Finnland, 18. April 2023 - 21. April 2023)
In: Proceedings of the 7th International GamiFIN Conference 2023
Open Access: https://ceur-ws.org/Vol-3405/
URL: https://ceur-ws.org/Vol-3405/ , , , , , , :
How to increase sustainable engagement in the workplace through green IS: The role of instructional and motivational design features
31st European Conference on Information Systems (ECIS) (Kristiansand, 12. June 2023 - 16. June 2023)
In: ECIS 2023 Research Papers 2023
Open Access: https://aisel.aisnet.org/ecis2023_rp/244
URL: https://aisel.aisnet.org/ecis2023_rp/244 , , , :
Is adaptive gamification just a theoretical fairytale? An experiment in a text-based adventure game for data crowdsourcing
Hawaii International Conference on System Sciences (HICSS) (Maui, Hawaii, 3. January 2023 - 6. January 2023)
In: Proceedings of the 56th Hawaii International Conference on System Sciences (HICSS) 2023
DOI: 10125/102768
URL: https://hdl.handle.net/10125/102768 , , :
The Role of Territorial Behavior in Shaping User Engagement on Enterprise Collaboration Platforms
Human Factors Summer School (Chemnitz, 25. September 2023 - 29. September 2023) , , , :
Understanding human factors in the metaverse - an autonomous driving experiment
European Conference on Information Systems (ECIS) (Timișoara)
In: ECIS 2022 Research-in-Progress Papers 2022
URL: https://aisel.aisnet.org/ecis2022_rip/37 , :
What do games teach us about designing effective human-AI cooperation? - A systematic literature review and thematic synthesis on design patterns of non-player characters
GamiFIN Conference 2022 (Tampere, FI, 26. April 2022 - 29. April 2022)
In: Mila Bujić, Jonna Koivisto, Juho Hamari (ed.): Proceedings of the 6th International GamiFIN Conference 2022
Open Access: http://ceur-ws.org/Vol-3147/paper10.pdf
URL: http://ceur-ws.org/Vol-3147/paper10.pdf , :
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 , , :
Gamifying sustainable behavior at work: Results from an experiment with a corporate gamification app
30th International Conference on Information Systems Development (ISD2022) (Cluj-Napoca)
In: R. A. Buchmann, G. C. Silaghi, D. Bufnea, V. Niculescu, G. Czibula, C. Barry, M. Lang, H. Linger, & C. Schneider (ed.): Information Systems Development: Artificial Intelligence for Information Systems Development and Operations 2022
URL: https://aisel.aisnet.org/isd2014/proceedings2022/usability/3/ , , , :
Measuring the effects of virtual environment design on decision-making
2021 IEEE Conference on Virtual Reality and 3D User Interfaces Abstracts and Workshops, VRW 2021
DOI: 10.1109/VRW52623.2021.00103
URL: https://ieeexplore.ieee.org/abstract/document/9419338 , , , :
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 , , , :
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 , , , :
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 , , , :
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 , , :
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 , , :
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 , , :
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 , , , :
Book Contributions
Gamification as a Catalyst to the Circular Economy
In: Lehtimäki Hanna, Aarikka-Stenroos Leena, Jokinen Ari, Jokinen Pekka (ed.): The Routledge Handbook of Catalysts for a Sustainable Circular Economy, London: Routledge, 2023, p. 642
ISBN: 9781003267492
Open Access: https://www.taylorfrancis.com/books/oa-edit/10.4324/9781003267492/routledge-handbook-catalysts-sustainable-circular-economy-hanna-lehtimäki-leena-aarikka-stenroos-pekka-jokinen-ari-jokinen
URL: https://www.taylorfrancis.com/books/oa-edit/10.4324/9781003267492/routledge-handbook-catalysts-sustainable-circular-economy-hanna-lehtimäki-leena-aarikka-stenroos-pekka-jokinen-ari-jokinen , , , :
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 , , , :
Outsourcing: Die Standardisierung gewinnt an Relevanz
In: Wilhelm Niehoff, Stefan Hirschmann (ed.): Aspekte einer effizienten Bankorganisation, die-bank, 2015, p. 98–103
ISBN: 9783865564276 , , :
Authored Books
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 , , , , :
Thesis
Gamification for Sustainable Employee Behavior: A Design Science Research Study (Dissertation, 2023)
URL: https://uko.opus.hbz-nrw.de/frontdoor/index/index/docId/2435 :
The gamification of crowdsourcing systems: Empirical investigations and design (Dissertation, 2017)
URL: https://publikationen.bibliothek.kit.edu/1000074115/5503157 :
Unpublished Publications
Designing Gamification for Team Sports: Mapping of the Problem Space and Design Recommendations (Conference contribution, accepted)
Thirty-Second European Conference on Information Systems (ECIS 2024) (Paphos, 13. June 2024 - 19. June 2024) , , , :
Patents
- Method for providing information regarding parking spots (Property Right: DE102015211051A1)
Inventor(s):
Research fields
We create impactful scientific knowledge about the ongoing penetration of society, technology, economy and everyday life with digital games and emerging phenomena of the gaming industry in order to better understand these developments and to support society and organizations in solving problems in a ‘gameful’ way
Selection of our research fields and interests:
Gaming meets Product & Service Design
- Designing gamified information systems
- Motivational design
- Game design patterns
- Game thinking
- Gamified crowdsourcing and co-creation
- Personalized gamification
- Gamification of future mobility and transportation (e.g. in-car gaming)
Gaming meets Marketing & Sales
- Digital customer engagement
- Customer steering in the omni-channel
- Loyalty programs
- Virtual goods and commerce in the Metaverse
- Customer insights, gamers/players as customers
Gaming meets Work & Collaboration
- Gamification in technology-mediated collaboration e.g. crowdsourcing, remote work
- Gamification for creativity and ingenuity
- Serious and educational games
- Gamification in organizational transformation initiatives
- Human-AI teaming and collaboration
- Work and education in the “Metaverse”
- Gamifying sustainable behavior at work
Gaming meets Sports & Health
- Gamification of exercise, sports & quantified-self
- Virtual and augmented reality in sports
- Location-based games
- eSports
- Gamification in corporate health
- Gamification of prevention, therapy and rehabilitation
Gaming meets Society and Culture
- Inclusive and accessible games and gamification
- Ethics of gamification
- Gamification to prevent and counter radicalization and extremism
- Data Privacy in the Metaverse
- Understanding the creator economy