Index
Publikationen

2020
How Game Features Give Rise to Altruism and Collective Action? Implications for Cultivating Cooperation by Gamification
Proceedings of the 53rd Hawaii International Conference on System Sciences (Maui, 7. Januar 2020 - 10. Januar 2020)
In: Social Media and e-Business Transformation 2020
DOI: 10.24251/hicss.2020.086
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2019
Is it a tool or a toy? How user conceptions of a system's purpose affect their experience and use
In: International Journal of Information Management 49 (2019), S. 461-474
ISSN: 0268-4012
DOI: 10.1016/j.ijinfomgt.2019.07.016
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Cooperation or competition – When do people contribute more? A field experiment on gamification of crowdsourcing
In: International Journal of Human-Computer Studies 127 (2019), S. 7-24
ISSN: 1071-5819
DOI: 10.1016/j.ijhcs.2018.10.001
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2018
First-hand experience of why gamification projects fail and what could be done about it
2nd International GamiFIN Conference, GamiFIN 2018 (Pori, 21. Mai 2018 - 23. Mai 2018)
In: Jonna Koivisto, Juho Hamari, Juho Hamari (Hrsg.): CEUR Workshop Proceedings 2018
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The Gamification of Work: Lessons From Crowdsourcing
In: Journal of Management Inquiry 28 (2018), S. 145-148
ISSN: 1056-4926
DOI: 10.1177/1056492618790921
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How to design gamification? A method for engineering gamified software
In: Information and Software Technology 95 (2018), S. 219-237
ISSN: 0950-5849
DOI: 10.1016/j.infsof.2017.10.015
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2017
The Gamification of Crowdsourcing Systems: Empirical Investigations and Design (Dissertation, 2017)
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Gamified crowdsourcing: Conceptualization, literature review, and future agenda
In: International Journal of Human-Computer Studies 106 (2017), S. 26-43
ISSN: 1071-5819
DOI: 10.1016/j.ijhcs.2017.04.005
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How to Gamify? A Method For Designing Gamification
Proceedings of the 50th Hawaii International Conference on System Sciences (Hawaii, 4. Januar 2017 - 7. Januar 2017)
In: Petri Parvinen, Juho Hamari (Hrsg.): Gamification Minitrack 2017
DOI: 10.24251/hicss.2017.155
URL: http://hdl.handle.net/10125/41308
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Gamifizierung mit BPMN
In: Strahringer S., Leyh C. (Hrsg.): Gamification und Serious Games, 2017, S. 31-42
ISBN: 9783658167417
DOI: 10.1007/978-3-658-16742-4_3
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Designing cooperative gamification: Conceptualization and prototypical implementation
2017 ACM Conference on Computer Supported Cooperative Work and Social Computing, CSCW 2017 (Portland, OR, 25. Februar 2017 - 1. März 2017)
In: Proceedings of the ACM Conference on Computer Supported Cooperative Work, CSCW 2017
DOI: 10.1145/2998181.2998272
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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), S. 169-183
ISSN: 0747-5632
DOI: 10.1016/j.chb.2017.08.026
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2016
Gamification in crowdsourcing: A review
49th Annual Hawaii International Conference on System Sciences, HICSS 2016 (Koloa, HI, 5. Januar 2016 - 8. Januar 2016)
In: Ralph H. Sprague, Tung X. Bui (Hrsg.): Proceedings of the Annual Hawaii International Conference on System Sciences 2016
DOI: 10.1109/HICSS.2016.543
URL: https://ieeexplore.ieee.org/document/7427729
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2015
Increasing intranet usage through Gamification - Insights from an experiment in the banking industry
48th Annual Hawaii International Conference on System Sciences, HICSS 2015 (Kauai, HI, 5. Januar 2015 - 8. Januar 2015)
In: Ralph H. Sprague, Tung X. Bui (Hrsg.): Proceedings of the Annual Hawaii International Conference on System Sciences 2015
DOI: 10.1109/HICSS.2015.83
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Gamifizierung mit BPMN
In: HMD : Praxis der Wirtschaftsinformatik 52 (2015), S. 840-850
ISSN: 1436-3011
DOI: 10.1365/s40702-015-0188-3
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2014
Outsourcing: Die Standardisierung gewinnt an Relevanz
In: Aspekte einer effizienten Bankorganisation, Bank-Verlag GmbH, 2014, S. 97–102
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Interaction and Reflection with Quantified Self and Gamification: an
Experimental Study
In: The Journal of Literacy and Technology 15 (2014)
ISSN: 1535-0975
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Banking 2020 - zwischen Individualisierung und Standardisierung.
2014
ISBN: 978-3-033-04538-5
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2013
Gamifying Quantified Self Approaches for Learning: an Experiment with the Live Interest Meter
PLE Conference 2013 (Berlin, 10. Juli 2013 - 12. Juli 2013)
In: PLE Conference 2013 2013
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Forschung

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
Forschungsschwerpunkte und Interessen:
Gaming meets Product & Service Design
- Designing gamified information systems and hedonic information systems
- Motivational design
- Gamified products (z.B. wearables, smart cloths) and digital services
- Virtual & Augmented Reality
- Gamification-supported IT adoption & use (e.g. gamified robotics, conversational AI, autonomous systems …)
- Gamification of future mobility and transportation, 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 work e.g. crowdsourcing, remote work
- Gamification for creativity and ingenuity
- Serious and educational games
- Gamification in organizational transformation initiatives
- Human-AI teaming and collaboration
Gaming meets Sports & Health
- eSports
- Gamification of fitness, sports & quantified-self
- Virtual and augmented reality in sports
- Location-based gaming
- Gamification in corporate health
- Wearables for gaming and sports