- Educational Games and Gamification
- Digital Games and Media
- Virtual Reality Applications and Impacts
- Technology Adoption and User Behaviour
- Open Source Software Innovations
- Behavioral Health and Interventions
- Digital Marketing and Social Media
- Innovative Human-Technology Interaction
- Motivation and Self-Concept in Sports
- Mobile Crowdsensing and Crowdsourcing
- Ethics and Social Impacts of AI
- Perfectionism, Procrastination, Anxiety Studies
- Child and Adolescent Psychosocial and Emotional Development
- AI in Service Interactions
- Social Robot Interaction and HRI
- Human-Automation Interaction and Safety
- Knowledge Management and Sharing
- Augmented Reality Applications
- Impact of Technology on Adolescents
- Evolutionary Game Theory and Cooperation
- Urban and Freight Transport Logistics
- Maternal Mental Health During Pregnancy and Postpartum
- Economic and Social Issues
- Digital Mental Health Interventions
- Economic and Business Studies
Friedrich-Alexander-Universität Erlangen-Nürnberg
2022-2025
University of Bamberg
2025
Technische Universität Berlin
2020
Karlsruhe Institute of Technology
2016-2019
Tampere University
2017-2018
Robert Bosch (Germany)
2017-2018
University of Turku
2018
University of Mannheim
2015-2017
Robert Bosch (Netherlands)
2016-2017
Leipzig University
2015
During recent years, gamification has become a popular method of enriching information technologies. Popular business analysts have made promising predictions about penetration gamification, however, it also been estimated that most efforts will fail due to poor understanding how should be designed and implemented. Therefore, in this paper we seek advance the best practices related design process. We approach research problem via science approach; firstly, by synthesizing current body...
The recent progress in generative AI models, particularly large language models (LLMs), has brought about a transformation the field of education. Conversational LLM services, such as Google's Bard and OpenAI's ChatGPT, offer students access to many abilities summarization generation text code, on-demand replies questions on expert topics. In this paper, we observe ChatGPT explore how services impact learning instruction higher First, mapped capabilities system by reviewing grey literature...
Economic, social and ecological sustainability presents one of the greatest challenges our society. As a result, there is growing pressure on variety organizations to implement programs, such as inclusion training related sustainability, cost management programs economic perhaps most importantly, green (information) systems environmental sustainability. Not only multi-faceted beneficial at large, but also are several categorical thresholds that must meet in order be certified. For these...
The nature of work and management are in flux; is increasingly distributed, sporadic, community-driven, motivated by constant self-development. Developments such as sharing economies, crowdfunding, crowdsourcing have emerged new forms organizing economic coordination. At the same time, increased gaming gamification our lives arrived to address this newly found yearning for intrinsically work. Thus, consciously unconsciously gamified. Crowdsourcing a frontrunner domain employing positively...
Achieving cooperation between individuals is challenging and often driven by self-beneficial motives. On the other hand, people also seem capable of subordinating their personal interests engaging in for motives than own, i.e. out altruistic impulses. One context which both motivational facets can be observed multiplayer online games. However, there a lack knowledge about how based on altruism egoism develops games, prevents us from transferring this as form gamification. In study, we...
Gamification has become one of the main areas in information systems and human–computer interaction research related to users' motivations behaviors. Within this context, a significant gap is lack understanding how characteristics, especially terms their preferences for gameful (i.e., user typologies), moderate effects gamification and, furthermore, could be tailored individual needs. Despite prominence classifying users, current typologies use practice have received severe criticism...
Background The phenomenon of procrastination refers to an individual’s conscious decision postpone the completion tasks despite being aware its adverse consequences in future. Extant research this field shows that is associated with increased levels anxiety and stress likelihood developing depression calls for development suitable interventions support individuals making lasting positive changes their behaviors. In parallel, practice has produced a plethora behavior change systems (BCSSs)...
Organizations deploy gamification in CSCW systems to enhance motivation and behavioral outcomes of users. However, approaches often cause competition between users, which might be inappropriate for working environments that seek cooperation. Drawing on the social interdependence theory, this paper provides a classification features insights about design cooperative gamification. Using example an innova-tion community German engineering company, we present approach results from first...
This paper applies gamification to leverage the use of information for information-intensive business tasks in context corporate intranets. It presents results an online experiment, which was conducted banking industry with 68 advisors from different institutes using a prototype intranet. They indicate that adding elements, such as ranking lists and points, positively influences quantitative (time spent, articles read) qualitative per article, percentage correct answers) usage intranet...
Due to the general gamification of our culture and society as well proliferation games in everyday activities, people are increasingly looking at a source for cooperation other prosocial behaviors. However, not all game features lead increased cohesion, or collaboration between people. While some indeed geared cooperation, majority also aim toward competition just non-social activity. Therefore, prominent research problem exists understanding how different design may altruistic sentiment...
Immersive Virtual Reality (later VR) has its potential in enabling learning experiences. Several studies adopt experiential as a key concept to understand the outcomes of VR. This study consists two parts – first part conducts systematic literature review on VR and suggests seven main dimensions for identified by existing literature: engagement, sociability, contextual information, physical sensation, interactivity, cognitions, presence. The second adopts value co-creation co-destruction...
Purpose Given the urgency of corporate engagement in sustainable development, companies seek ways to involve their employees sustainability efforts. In this regard, gamified systems have gained attention as a novel tool promote employee behavior. However, research field matures, researchers and practitioners are confronted with scattered academic landscape that makes it difficult grasp how gamification can be designed engage behavior understand effects unfold at psychological, behavioral...