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Research

The Subject Area in Game Design deals with a variety of topics in their Key Research Areas. Research results are being published in State of the Art annuals and magazines. The list below provides a first glance of the comprehensive research and publications of lecturers, researchers and academic staff. Find a complete overview of all publications and productions under Annual reports.

  1. Serious & Applied Games

    Föhn H., Böckler S., Baumgartner F., Bauer R., Götz U. (2020): Enhancing Train Travel with Augmented Reality for Smartphones: The «Tales on Rails» Project. In: Neidhardt J., Wörndl W. (eds) Information and Communication Technologies in Tourism 2020. Springer, Cham. DOI 10.1007/978-3-030-36737-4_13.

    Novak, D., Sigrist, R., Gerig, N.J., Wyss, D., Bauer, R., Götz, U., Riener, R. (2018): Benchmarking Brain-Computer Interfaces Outside the Laboratory: The Cybathlon 2016. Frontiers of Neuroscience. 11:756. DOI: 10.3389/fnins.2017.00756

    Dörner, R.,Martin-Niedecken, A.L., Kocher, M., Baranowski, M., Kickmeier-Rust, M., Göbel, S., Wiemeyer, J. & Gebelein, P. (2016). Contributing Disciplines. In Dörner, R., Göbel, S., Effelsberg, W. & Wiemeyer, J. (Eds.). Serious Games – Foundations, Concepts and Practice, pp. 35-55, Springerlink, ISBN 978-3-319-40611-4 (Print), 978-3-319-40612-1 (Online).

    Götz, Ulrich; Kocher, Mela; Bauer, René; Müller, Cornelius; Meilick, Bruno (2015): Challenges for Serious Game Design. Designing the Game-Based Neurocognitive Research Software «Hotel Plastisse». In: Conference Proceedings. Gala Conference. Games and Learning Alliance Conference. Rom.

  2. Games & Psychology

    Föhn H. (2019): Identico* - Spielbasiertes Selbsttraining zur Identitätskonstruktion und Selbstwerdung in der Spätadoleszenz. Vorstudie zum Pilotprojekt. Kooperationspartner: ZHAW IAP; gefördert durch die Nachwuchsförderung des Institut für Designforschung. https://doi.org/10.5281/zenodo.393166

    Brezinka, V., Götz, U., Suter, B. (Eds.) (2007): Serious Game Design für die Psychotherapie. Update Verlag: Zürich.

    Christen, M., Faller, F., Götz, U., Müller, C. (2013): Serious Moral Games. Analyzing and Engaging Moral Values through Video Games. Institut für Designforschung (ZHdK): Zürich.

  3. Games & Art

    Jahrmann, M (2017): TAGGING. The big urban game, re-play and full city tags: Art game conceptions in activism and performance. In: Performing the Digital. Performativity, performance studies and digital cultures. Leeker M, Schipper I, Beyes T (eds.), transcript Bielefeld, pp 171-191.

    Götz, Ulrich (2018): Zugänge zu Zwischengängen - Konstruktion eines räumlichen Modells. In: Adamovsky, N. (Ed.): Digitale Moderne - Die Modellwelten von Matthias Zimmermann. München: Hirmer Verlag, S. 230-249.

    Jahrmann, Margarete (2016): The Big Urban Game. Re-Play and Full city tags: Art game conceptions in activism and performance. In: Leeker, Martina; Schipper, Imanuel; Beyes, Timon (Hrsg.): Performing the Digital. Performativity and Performance Studies in Digital Cultures. transcript Verlag: Bielefeld.

  4. Game Studies & Game Culture

    Götz, Ulrich (2021): Higher Education and the Transformation of Gaming. In: Matter, Hansuli; Björn Franke: Not At Your Service. Manifestos for Design. Basel: Birkhäuser Verlag GmbH, pp. 107–120. ISBN 978-3-0356-2272-0, E-ISBN (PDF) 978-3-0356-2275-1.

    Thies, Maike (2021): How Immersive Technologies Shape Our Thinking and Change Us. In: Matter, Hansuli; Björn Franke: Not At Your Service. Manifestos for Design. Basel: Birkhäuser Verlag GmbH, pp. 453–460. ISBN 978-3-0356-2272-0, E-ISBN (PDF) 978-3-0356-2275-1.

    Gerber, A., Götz, U. (Eds.) (2019). Architectonics of Game Spaces. The Spatial Logic of the Virtual and Its Meaning for the Real. transcript: Bielefeld.

    Thies, Maike (2019): More than a Fun Ride (englisch: World that challenge Us). In: Landwehr, Dominik (Hrsg.): Virtual Reality. Digital Edition 6. Migros Kulturprozent. Christoph Merian Verlag: Basel, S. 98-110 (englisch: 250-260).

    Götz, Ulrich (2018): Rules Shape Spaces, Spaces Shape Rules. In: Suter, B.; Kocher, M.; Bauer, R. (eds.): Games and Rules. Game Mechanics for the Magic Circle, Bielefeld: transcript, pp. 259-265.

    Suter, Beat; Kocher, Mela; Bauer, René (Hrsg.) (2018): Games and Rules. Game Mechanics for the «Magic Circle». Bielefeld: transcript. 322 Seiten.

    Kocher, Mela (2018): «Game Mechanics of Serious Urban Games. Designing for the Ludic City». In: Suter, Beat, Kocher, Mela und Bauer, René. Games and Rules. Game Mechanics for the «Magic Circle». Bielefeld: transcript, pp. 267-289.

    Kocher, Mela und Elias Farhan (2016). Big Team Game Jams: A framework to emulate big production using game jams with big teams. Proceeding GJH&GC ’16: Proceedings of the International Conference on Game Jams, Hackathons, and Game Creation Events. pp. 1-7. ACM New York, NY, USA.

    Kocher, M. (2007). Folge dem Pixelkaninchen! Ästhetik und Narrativität digitaler Spiele. Dissertation. Zürich: Chronos.

  5. Game Narration

    Suter, Beat (2016): The Collective Unconscious as culprit – Archetypal projections from the unconscious (per Carl Jung and Joseph Campbell) in video games (and film). In: Schafer, Steven Brock (ed.). Exploring the Collective Unconscious in a Digital Age. Hershey, PA: IGI Global, p. 129 – 155.

  6. Exergames & Rehabilitation Games

    Martin-Niedecken A.L., Rogers K., Turmo Vidal L., Mekler E. D., and Márquez Segura E. (2019). ExerCube vs. Personal Trainer: Evaluating a Holistic, Immersive, and Adaptive Fitness Game Setup. In CHI Conference on Human Factors in Computing Systems Proceedings (CHI 2019), May 4–9, 2019, Glasgow, Scotland UK. ACM, New York, NY, USA. DOI 10.1145/3290605.3300318.

    Martin-Niedecken A.L., Mekler E.D. (2018): The ExerCube: Participatory Design of an Immersive Fitness Game Environment. In: Göbel S. et al. (eds) Serious Games. JCSG 2018. Lecture Notes in Computer Science, vol 11243. Springer, Cham. DOI 10.1007/978-3-030-02762-9_28.

    Martin-Niedecken, A.L. (2018): Designing for Bodily Interplay: Engaging with the Adaptive Social Exertion Game «Plunder Planet». In: Proceedings of of the 17th ACM Conference on Interaction Design and Children (IDC'18), pp. 19-30. DOI 10.1145/3202185.3202740.

    Martin-Niedecken, A.L. & Götz, U. (2017). Go with the Dual Flow: Evaluating the Psychophysiological Adaptive Fitness Game Environment «Plunder Planet». In M. Alcañiz et al. (Eds.): Serious Games, LNCS 10622, Proceedings of the Joint Conference on Serious Games (JCSG '17), pp. 32-43, Springer International Publishing. DOI:10.1007/978-3-319-70111-0_4.

    Martin-Niedecken, A.L., Bauer, R., Mauerhofer, R. & Götz, U. (2015): RehabConnex - A Middleware for the Flexible Connection of Multimodal Game Applications with Input Devices used in Movement Therapy and Physical Exercising. In: Proceedings of the 2015 IEEE Conference on Computational Intelligence and Games (CIG), pp. 496-502, IEEE Xplore Digital Library. ISBN 978-1-4799-8621-7 (Print). DOI 10.1109/CIG.2015.7317671.

    Martin, A.L., Götz, U., Müller, C. & Bauer, R. (2014). Gabarello v.1.0 and Gabarello v.2.0: Development of motivating rehabilitation games for robot-assisted locomotion therapy in childhood. In: Proceedings of the 4th Conference on Gaming and Playful Interaction in Healthcare, Schouten, B., Fedtke, S., Schijven, M., Vosmeer, M., Gekker, A. (Eds.), pp 101-104, Springer Fachmedien: Wiesbaden. ISBN 978-3-658-07140-0 (Print) 978-3-658-07141-7 (Online). DOI 10.1007/978-3-658-07141-7_13.