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Forschung

Die Fachrichtung Game Design forscht und publiziert zu einer Vielzahl fachrelevanter Themen. Die unten aufgeführte Liste gibt einen ersten Überblick über die umfassende Forschungs- und Publikationstätigkeit von Dozierenden, Forschenden und wissenschaftlichen Mitarbeitenden. Eine Gesamtübersicht aller Publikationen und Produktionen findet sich unter Jahresberichte.

  1. 2012 – 2019

    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.

    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.

    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.

    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

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

    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.

    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.

    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.

    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.

    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.

    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.