Das Lehrangebot unserer Forschungsgruppe richtet sich an Studierende der Wirtschaftsinformatik mit einem Interesse in den Bereichen Mensch-Computer-Interaktion, Gamifizierung und Game-Design. Unsere Vorlesungen legen einen besonderen Schwerpunkt auf die Gestaltung gamifizierter Systeme, dabei verbindet unser Lehrangebot Theorie und Praxis durch den Einbezug modernster theoretischer und methodischer Konzepte in Kombination mit praxisorientierten Fragestellungen, Beispielen und einer Projektarbeit in Gruppen.

Nach dem Konzept des herausforderungsbasierten Lernens (Challenged-based Learning) setzen sich Studierende in den meisten unserer Vorlesungen mit praxisorientierten Fragestellungen auseinander, um ihr gelerntes theoretisches Wissen auf reale Situationen anzuwenden und zu vertiefen. Im Folgenden bieten wir einen Überblick über ausgewählte Projektergebnisse der Studierenden.


Abschluss- und Projektarbeiten

Offene Themen

Wenn Sie Interesse daran haben, eine Abschlussarbeit oder einer (WING) Projektarbeit zu einem unserer ausgeschriebenen Themen zu verfassen, wenden Sie sich bitte an die angegebene Kontaktperson.


Master: What can games teach us about the design of the industrial metaverse? A systematic analysis of design principles in computer games to support dynamic decision making in 3D worlds
First inspirations:

Kontakt:  Benedikt Morschheuser

Bachelor/Master:  Archetypes of gameful radicalisation and extremism in the metaverse: A systematic analysis of user-generated games 

Kontakt:  Benedikt Morschheuser


Aktuelle Forschungsinteressen

Sollte bei den Ausschreibungen kein passendes Thema dabei sein, können Sie auch eigene Themenvorschläge einbringen, die zu unseren Forschungsinteressen passen. Wenn Sie ein eigenes Thema vorschlagen, senden Sie bitte eine kurze Beschreibung ihrer Interessen zusammen mit einem kurzen Lebenslauf und Notenauszug per Mail an die entsprechende Ansprechperson.


Sandra Birnstiel


  • Gamification, Exergames und Motivational Design
  • (Team-) Sport
  • Quantified Self
  • eSport

Jeanine Kirchner-Krath


  • Gamification, Game-based Learning
  • Green Information Systems
  • Sustainability
  • Employee Motivation, Engagement



Abgeschlossene Arbeiten und Themen in Bearbeitung


Typ Thema Studentin/Student Betreuer Eingereicht
Master How to onboard the user? A study on designing fun on the first click

Game-Designer haben es perfektioniert Nutzer digitaler Spiele bereits ab dem ersten Klick zu begeistern. Dieses Wissen kann auch außerhalb von Spielen die Annahme digitaler Services unterstützen und optimieren. Im Rahmen des Serious-Game „INFLAMMANIA“ möchten wir verschiedene Onboarding-Ansätze erproben und Design-Wissen für die Gestaltung von effektiveren Lern-Spielen erarbeiten. Inflammania ist ein Lernspiel, in dem Entzündungen bei chronischen Erkrankungen bekämpft werden.

Ziel dieser Arbeit
– Entwicklung und empirische Untersuchung verschiedener „Onboarding-Ansätze“ für das Spiel Inflammania
– Statistisches testen von Hypothesen
– Untersuchung der Wirksamkeit von Design-Interventionen auf Nutzerverhalten, Wissensaufbau und Lernerfahrung
– Auswertung der Ergebnisse und Ableitung von theoretischen und praktischen Handlungsempfehlungen für die Gestaltung von „Onboarding-Ansätzen“ für Gamification und Serious-Game-Ansätze

L. Liu Benedikt Morschheuser 2.12.2022
Bachelor Designing Experiments in Roblox D. Lam Benedikt Morschheuser 28.09.2022
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
office. As part of this review 83 relevant patents were screened and classified by using an own framework. The screening revealed novel insights and provide researchers anchor points for future research.

M. te Lake Benedikt Morschheuser 06.08.2021
Bachelor Creators of the Metaverse – Who are they and what drives them to build virtual worlds?

Using qualitative interviews with N=14 participants, this thesis examines who creates content in the metaverse and what reasons and motives drive content creators.

M. Bitz Benedikt Morschheuser 25.04.2022
Master WING Projektarbeit 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 29.9.2022
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

Benedikt Morschheuser

Master Gamification in Inbound Logistics – master thesis in cooperation with Lidl Stiftung & Co. KG​ J. Steif Benedikt Morschheuser 13.2.2023
Master WING Projektarbeit Gamification in performance diagnostics and training of team sports G. Sußner Benedikt Morschheuser 13.5.2023
Bachelor Creators of the Metaverse: Why people build virtual worlds in their spare time – a quantitative study T. Müller Benedikt Morschheuser 28.3.2023
Master Perspective Switching in Human-AI Teaming

Artificial Intelligence (AI) is considered as one of the most important enablers of industry 4.0. Thanks to increasing computing power and the availability of large amounts of valuable data, AI can be used on a large scale in the manufacturing industry. AI can be perceived in different forms. It can have a physical representation. One example are AI-powered robots on the shop floor that are responsible for assembly tasks. But it can also be invisible and embedded in software, such as predictive maintenance software. However, there is still a long way to go before AI is implemented from pilot projects into practice, because there are several obstacles to the introduction of AI-based systems. One main obstacle is people’s lack of trust in AI. This may be due to cognitive barriers. Powerful AI uses complex algorithms. Ordinary users, however, often perceive AI as a “black box” because it is difficult to comprehend an AI’s decision making. In addition, emotional barriers exist. These barriers include, for instance, the fear of being replaced by a robot. To overcome this impediment, a concept from recent research in game design seems very promising, namely perspective switching. Game developers implement elements of perspective switching between human players and Non-Player-Characters (NPC) to improve cooperation and trust. In this way, the NPC can be viewed as a team member rather than a mere tool. Implementing perspective switching as a design pattern is also powerful to elicit feelings towards NPCs as it can help human players to identify and sympathize more easily with the NPC. We will apply this concept to human-AI-interaction in the manufacturing industry to assess if it is possible to achieve the same effect as in the game industry. To carry out this study, a game prototype will first be developed in Roblox, in which the player and a cooperative robot work together to complete tasks on the shopfloor of a manufacturing facility. The unique feature of the game is the player’s ability to switch perspective with the robot. Our research model is based on the Technology Acceptance Model by Davis. To test our hypotheses and investigate the impact of perspective switching on employees’ attitudes toward AI, experiments will be conducted with a few voluntary participants. Pre- and post-game survey data will be collected and analyzed using statistical software. The insights of this work can inspire the design of future human-AI-cooperation scenarios in a manufacturing environment.

R. Xie Maximilian Wittmann

Benedikt Morschheuser

Master Designing and understanding the effects of gamified VR training on human-robot teaming M. Weber Benedikt Morschheuser 4.10.2022
Master Women in game design: How does game design target actual cross-pressure topics in religion and how would we design and counter such issues? H. Qarani Benedikt Morschheuser 2.03.2023
Master How to gamify football training? An explorative analysis of user demands and synthesis of design patterns L. Steinkamp Benedikt Morschheuser 23.6.2023
Master Privacy in the metaverse S. Fang Chen Benedikt Morschheuser
Master Triumph Over Tragedy? A Scoping Review about Gameful
Interventions for Crisis and Disaster Preparedness
C. Wüllner Benedikt Morschheuser

Dr Velvet Spors

Master Gamification of team sports: Impact of using gamification elements on group dynamics in football R. Rehm Sandra Birnstiel

Benedikt Morschheuser

Master Avatarize Your Quantified Self: Exploring the Impact of Avatar Identification on Football Self-Efficacy S. Reiß Sandra Birnstiel

Benedikt Morschheuser

Master Can Curiosity-Focused Gamification Increase User Engagement? An Empirical Study in the Context of Corporate Innovation Management A. Hollendonner Benedikt Morschheuser 19.12.2023
Master Gamification in Sports – Examining the needs of different athletes
Gamification can improve performance in sport and also make sport more fun by meeting the needs of athletes. But what are the needs of different athletes? Do individual and team athletes have the same needs? And what about people who don’t play sport at all?To answer these questions, a study will be designed, carried out and evaluated.
J. Balint Sandra Birnstiel

Benedikt Morschheuser

Master Data Privacy in the Metaverse: Effects of Avatar Design and Information Transparency on User Perceptions S. Merk Benedikt Morschheuser
Master Inflammania 3D – How to design metaverse games for learning?
A. Kwiatek Benedikt Morschheuser
Bachelor Wie gehen Unternehmen mit den ethischen Herausforderungen von Gamification um? D. Büttner Gürtler, Christian
Benedikt Morschheuser