Jump to contentJump to search



Responsible person: Julia Göretz, Katrin Scheibe

Gamification is the application of game mechanics in non-game environments, e.g. in education.




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).


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.


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.


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.


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


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).


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). undefineddoi: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.

Responsible for the content: