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Gamification

 

Ansprechpartnerinnen: Katrin Scheibe & Franziska Zimmer
ehemals: Julia Göretz, Kathrin Knautz

Unter Gamification versteht man den Einsatz von Spielelementen in einem nicht-spielerischen Kontext. Dies dient vor allem dazu, Nutzer zu motivieren und an ein System zu binden oder den Spaß im Umgang mit bestimmten Dingen zu fördern. Einige Beispiele für Gamification Elemente wären Level, Ranglisten, und Badges. Wie motivieren Gamification Elemente die Nutzer bestimmter Systeme? Wie kann Gamification in der Hochschullehre Anwendung finden? Welche Gamification Elemente sind auf unterschiedlichen Social Media Plattformen wiederzufinden? Mit diesen Fragen beschäftigen wir uns in unserer Forschung.

 

Publikationen

2023

Zimmer, F. , & Scheibe, K. (2023). Gamification in theory and practice seminar—Designing an app. Information Matters, 3(1). https://informationmatters.org/2023/01/gamification-in-theory-and-practice-seminar-designing-an-app/

2022

 Scheibe, K. & Zimmer, F. (2022). Gender Differences in Perception of Gamification Elements on Social Live Streaming Services. In I. Management Association (Ed.), Research Anthology on Feminist Studies and Gender Perceptions (pp. 405-422). IGI Global. https://doi.org/10.4018/978-1-6684-4511-2.ch024

2021

Scheibe, K. & Zimmer, F. (2021). Gamification auf Social-Live-Streaming-Diensten.  Open Password Online, 10. Dezember 2021

2020

Zimmer F., Scheibe K., Zhang H. (2020) Gamification Elements on Social Live Streaming Service Mobile Applications. In: Meiselwitz G. (eds) Social Computing and Social Media. Design, Ethics, User Behavior, and Social Network Analysis. HCII 2020. Lecture Notes in Computer Science, vol 12194. Springer, Cham. doi.org/10.1007/978-3-030-49570-1_13

2019

Scheibe, K. & Zimmer, F. (2019). Gender Differences in Perception of Gamification Elements on Social Live Streaming Services. International Journal on Interactiv Communication Systemsand Technologies (IJICST), 9(2), article 2

Scheibe, K. & Zimmer, F. (2019). Game Mechanics on Social Live Streaming Service Websites. In Proceedings of the 52nd Hawaii International Conference on System Sciences, January 8 – 11, 2019, Grand Wailea, Maui (pp. 1486-1495). Honolulu, HI: HICSS (ScholarSpace).

2018

Scheibe, K. (2018). The Impact of Gamification in Social Live Streaming Services. In G. Meiselwitz (Ed.), Social Computing and Social Media. User Experience and Behavior. 10th International Conference, SCSM 2018, Held as Part of HCI International 2018, Las Vegas, NV, USA, July 15-20, 2018, Proceedings, Part I (pp. 99-113). Cham, Switzerland: Springer (Lecture Notes in Computer Science; 10914).

Scheibe, K., Göretz, J., Meschede, C., & Stock, W. G. (2018). Giving and taking gratifications in a gamified social live streaming service. In 5th European Conference on Social Media, 21-22 June 2018, Limerick, Ireland (pp. 264-273). Reading, UK: Academic Conferences and Publishing.

2017

Meschede, C., & Knautz, K. (2017). Gamification and Interdisciplinarity. Challenges in the Modern Knowledge Society. International Journal of Information Communication Technologies and Human Development (IJICTHD), 9(3), 1-13.

2016

Hanraths, O., Wintermeyer, A., & Knautz, K. (2016). Questlab: A Web-Framework for Gamification of Seminars. In Proceedings of the 49th Hawaii International Conference on System Sciences (HICSS-49) (pp. 847-856). IEEE Computer Society Press.

2015

Wintermeyer, A., & Knautz, K. (2015). Meaningful Implementation of Gamification in Information Literacy Instruction. In Kurbanoğlu, S. et al. (Hrsg.), (in press). Springer International Publishing.

2014

Orszullok, L., & Knautz, K. (2014). Orc-based Learning – Evaluating a Game-Based Learning Approach. In iConference 2014 Proceedings (pp. 1009–1012).

Knautz, K., Wintermeyer, A., & Göretz, J. (2014). Challenge Accepted - On a Quest for Information Literacy. In Mader, S., Chou, M., Teo, J., Cavanagh, J., Kirby, P. (Eds.), Facing the Future: Librarians and Information Literacy in a Changing Landscape (pp. 72-86). Limerick: LIT.

Knautz, K., Göretz, J., & Wintermeyer, A. (2014). "Gotta Catch 'Em All" - Game Design Patterns for Guild Quests in Higher Education. In iConference 2014 Proceedings (pp. 690–699).

2013

Orszullok, L., Knautz, K., & Soubusta, S. (2013). Aufbruch nach Zyren — Game-based Learning in der Hochschullehre. In J. Griesbaum, B. Heuwing, J. Ruppenhofer & K. Werner (Hrsg.), HIER 2013 - Proceedings des 8. Hildesheimer Evaluierungs- und Retrievalworkshop(S. 87-99). Hildesheim: Universität Hildesheim.

Orszullok, L., Knautz, K., & Soubusta, S. (2013). A Quest for Knowledge Representation Instruction. In D. Tan (Hrsg.), Proceedings of the 2013 International Conference on Advanced ICT and Education (S. 290-294). 

Knautz, K., Soubusta, S., & Orszullok, L. (2013). Game-based Learning for Digital Natives: Knowledge is Just a Click Away. In D. Tan (Hrsg.), Proceedings of the 2013 International Conference on Advanced ICT and Education (S. 74-78). doi:10.2991/icaicte.2013.15

Knautz, K., Orszullok, L. & Soubusta, S. (2013). Game-Based IL Instruction – A Journey of Knowledge in Four Acts. In Communcations in Computer and Information Science Volume 0397 (in press). Berlin, Heidelberg: Springer.

Knautz, K. (2013). Gamification im Kontext der Vermittlung von Informationskompetenz. In S. Gust von Loh & W.G. Stock (Hrsg.), Informationskompetenz in der Schule. Ein informationswissenschaftlicher Ansatz. Berlin: De Gruyter Saur.

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