Index

Studierendenprojekte

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

Sollten Sie auf der Suche nach einer Abschlussarbeit oder einer (WING) Projektarbeit in unserem Forschungsbereich sein, können Sie sich gerne an uns wenden.

Im Folgenden finden Sie eine Übersicht von Ideen für Themen für Bachelor- und Masterarbeiten und Masterprojekte. Sollte kein passendes Thema dabei sein, können Sie sich auch gerne mit einem kurzen Lebenslauf, Notenauszug und einer Zusammenfassung Ihrer Interesse initiativ bewerben.

Gerne betreuen wir bei Themenbezug zu unserer Forschung auch Abschlussarbeiten aus der Industire.

Typ Thema Prototyping-/Programmier-
kenntnisse erforderlich?
Ansprechpartner
Master Is gamification a key to engage employees in sustainable behavior at work?

A thesis opportunity in cooperation with EnBW Energie Baden-Württemberg AG

 

nein Benedikt Morschheuser
Master Trust in AI: A study to understand what we can learn from games when designing AI

First inspirations:
https://doi.org/10.5465/annals.2018.0057

Programmieren Benedikt Morschheuser
Master Education and Research in the Metaverse

First inspirations:
https://www.roblox.com/
https://www.epicgames.com/fortnite/en-US/creative
https://www.oculus.com/facebook-horizon/

Programmieren Benedikt Morschheuser
Master Gamification of team sports: Design and investigation of gamful solution for performance training in football teams

First insiprations:
https://www.youtube.com/watch?v=8x-gkxeYyF8

Programmieren Benedikt Morschheuser
Bachelor/ Master Gamification of team sports: A qualitative stakeholder analysis and derivation of design patterns

First insiprations:
https://www.youtube.com/watch?v=8x-gkxeYyF8

nein Benedikt Morschheuser

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
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
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
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
Master WING Projektarbeit 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 Seminar (IIS) 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 Gamifying the human-AI cooperation P. Kremer Benedikt Morschheuser
Master Designing and understanding the effects of gamified VR training on human-robot teaming M. Weber Benedikt Morschheuser

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    Adresse:

    Friedrich-Alexander-Universität Erlangen-Nürnberg
    Fachbereich Wirtschafts- und Sozialwissenschaften
    Juniorprofessur für Wirtschaftsinformatik, insbesondere Gamification (adidas Stiftungsprofessur)

    Raum 5.451
    Lange Gasse 20
    90403 Nürnberg

    Wegbeschreibung erhalten

     

    Juniorprofessur für Wirtschaftsinformatik, insb. Gamification (adidas Stiftungsprofessur)

    Unsere Forschungsgruppe untersucht die zunehmende Durchdringung von Wirtschaft und Alltag mit Games, sowie aus der Gaming-Industrie kommende Phänomene und Trends (z.B. Virtual- & Augmented-Reality, Virtual Goods, eSports, das ‚Metaverse‘ oder Serious Games) und erarbeitet Wissen für die optimale Gestaltung von gamifizierten und interaktiven Informationssystemen.

    Unsere Schwerpunkte sind hierbei die Erforschung der Auswirkungen von Gamification-Ansätzen auf Motivation, Nutzererleben (UX) und das Verhalten von Menschen im Umgang mit Informationstechnologien, sowie die Entwicklung von Innovationen, welche durch Technologien und Trends der (Video-) Spielbranche inspiriert sind.

    Wir wenden unsere Forschung findet Anwendung in verschiedenen Bereichen (z.B. Vertrieb & Marketing, eCommerce, Mobilität, Zusammenarbeit, Produktdesign, Innovation, Kreativität) und Branchen (z.B. Konsumgüter, Automobilindustrie, Banking, Gesundheitswesen, Lehre) an und fokussieren uns auf die Entwicklung von Lösungen für drängende Herausforderungen in Wirtschaft und Gesellschaft.

    Personen

    …der Mensch spielt nur, wo er in voller Bedeutung des Worts Mensch ist, und er ist nur da ganz Mensch, wo er spielt.
    Friedrich Schiller, 1795

     

    Monika Schneider

    Sekretariat

    Lisa Nguyen

    Studentische Hilfskraft

    Mareike Weber

    Studentische Hilfskraft

    Mohammad Hamza

    Studentische Hilfskraft

    Siao Fang Chen

    Studentische Hilfskraft

    Bezhan Kodomani

    Studentische Hilfskraft

    Gerrit Sußner

    Studentische Hilfskraft

     

    Assoziierte Forscher

    Jeanine Krath

    Assoziierte Wissenschaftlerin

    Marc Riar

    Assoziierter Wissenschaftler

    Maximilian Wittmann

    Assoziierte Wissenschaftler

    Dominik Augenstein

    Assoziierter Postdoc

    Partner