Theses & Project seminars
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||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: Why people build virtual worlds in their spare time||M. Bitz||Benedikt Morschheuser|
|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||R. Xie||Maximilian Wittmann|