2024

  • Patrizia Ring, Julius Tietenberg, Katharina Emmerich and Maic Masuch. Development and validation of the collision anxiety questionnaire for vr applications. In [Accepted] Proceedings of the 2024 CHI Conference on Human Factors in Computing Systems, ACM, 2024, pp. . (2024)
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  • Linda Graf, Philipp Sykownik, Gertraud Gradl-Dietsch and Maic Masuch. Towards believable and educational conversations with virtual patients. [Provisionally Accepted] Frontiers in Virtual Reality 5, 2024, pp. 1377210. (2024)
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  • Linda Graf, Katharina Emmerich, Stefan Liszio and Maic Masuch. The impact of emotional virtual characters on emotional state and player experience in vr horror games. In [Accepted] Proceedings of the 19th International Conference on the Foundations of Digital Games (FDG 2024), ACM, 2024, pp. . (2024)
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2023

  • Patrizia Ring and Maic Masuch. Exploring the influence of collision anxiety on player experience in xr games. In International Conference on Entertainment Computing, Springer, 2023, pp. 203–216. (2023)
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  • Patrizia Ring and Maic Masuch. Measuring collision anxiety in xr exergames. In 2023 IEEE Conference on Virtual Reality and 3D User Interfaces Abstracts and Workshops (VRW), 2023, pp. 627-628. (2023)
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  • Linda Graf, Isabelle Alice Passreiter, Jorg-Tobias Kuhn and Maic Masuch. Mats - an adhd-specific mental health app: evidence-based recommendations for designing assistive applications for adhd families. In 2023 IEEE 11th International Conference on Serious Games and Applications for Health (SeGAH), 2023, pp. 1-8. (2023)
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  • Linda Graf, Gertraud Gradl-Dietsch and Maic Masuch. Depressed virtual agents: development of a playful vr application for the training of child and adolescent psychiatry students. In 23rd ACM International Conference on Intelligent Virtual Agents, 2023. (2023)
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  • Philipp Sykownik, Sukran Karaosmanoglu, Katharina Emmerich, Frank Steinicke and Maic Masuch. Vr almost there: simulating co-located multiplayer experiences in social virtual reality. In Proceedings of the 2023 CHI Conference on Human Factors in Computing Systems, 2023, pp. 1–19. (2023)
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  • Linda Graf, Sophie Abramowski, Felix Born and Maic Masuch. Emotional virtual characters for improving motivation and performance in vr exergames. Proc. ACM Hum.-Comput. Interact. 7 (CHI PLAY), October 2023. (2023)
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2022

  • Oliver Basu, Stefan Liszio, Linda Graf, Bernd Schweiger, Martin Stenzel and Maic Masuch. Der pingunauten trainer - spielerisches training zur mrt-vorbereitung mit virtual reality. Kongress fuer Kinder und Jugendmedizin, 2022. (2022)
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  • Linda Graf, Maximilian Altmeyer, Katharina Emmerich, Marc Herrlich, Andrey Krekhov and Katta Spiel. Development and validation of a german version of the player experience inventory (pxi). Mensch und Computer 2022-Tagungsband, 2022. (2022)
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  • Linda Graf, Sophie Abramowski, Melina Bassfeld, Kirsten Gerschermann, Marius Griesshammer, Leslie Scholemann and Maic Masuch. Emotional support companions in virtual reality. In Proceedings of the 2022 IEEE Virtual Reality and 3D User Interfaces (VR), IEEE, 2022, pp. 634-635. (2022)
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  • Philipp Sykownik, Divine Maloney, Guo Freeman and Maic Masuch. Something Personal from the Metaverse: Goals, Topics, and Contextual Factors of Self-Disclosure in Commercial Social VR. In (eds.), Proceedings of the 2022 CHI Conference on Human Factors in Computing Systems - CHI 2022, ACM Press, 2022, pp. 1–17. (2022)
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2021

  • Felix Born, Adrian Rygula and Maic Masuch. Motivating players to perform an optional strenuous activity in a virtual reality exergame using virtual performance augmentation. Proceedings of the ACM on Human-Computer Interaction 5 (CHI PLAY), 2021, pp. 1–21. (2021)
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  • Felix Born, Linda Graf and Maic Masuch. Exergaming: the impact of virtual reality on cognitive performance and player experience. In 2021 IEEE Conference on Games (CoG), IEEE, 2021, pp. 1–8. (2021)
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  • Linda Graf, Leslie Scholemann and Maic Masuch. Designing vr games with gaze control for directing attention of children with adhd. In 2021 IEEE Conference on Games (CoG), IEEE, 2021, pp. 1–5. (2021)
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  • Philipp Sykownik and Maic Masuch. Developing a framework for designing augmentations of social touch in multiuser virtual reality. Mensch und Computer 2021-Workshopband, 2021. (2021)
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  • Philipp Sykownik and Masuch Maic. Tempting and enforcing as paradigms for the design of social interactions in social vr. CHI 2021 Workshop Participation: Social VR - A New Medium for Remote Communication & Collaboration, 2021. (2021)
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  • Philipp Sykownik, Linda Graf, Christoph Zils and Maic Masuch. The most social platform ever? a survey about activities motives of social vr users. In 2021 IEEE Virtual Reality and 3D User Interfaces (VR), IEEE, 2021, pp. 546-554. (2021)
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  • Stefan Liszio. Relaxation, distraction, and fun: improving well-being in situations of acute emotional distress with virtual reality. PhD thesis, , September 2021. (2021)
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2020

  • Felix Born, Maic Masuch and Antonia Hahn. Ghost sweeper: using a heavy passive haptic controller to enhance a room-scale vr exergame. In 2020 IEEE Conference on Games (CoG), IEEE, 2020, pp. 1–8. (2020)
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  • Philipp Sykownik and Maic Masuch. The experience of social touch in multi-user virtual reality. In Proceedings of the 26th ACM Symposium on Virtual Reality Software and Technology, VRST 20, ACM, 2020. (2020)
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  • Philipp Sykownik, Katharina Emmerich and Maic Masuch. Like in the good old times, but virtual - a case for simulating co-located multiplayer games in vr. In Extended Abstracts of the 2020 Annual Symposium on Computer-Human Interaction in Play, CHI PLAY 20 EA, ACM, 2020. (2020)
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  • Stefan Liszio, Linda Graf, Oliver Basu and Maic Masuch. Pengunaut trainer: a playful vr app to prepare children for mri examinations: in-depth game design analysis. In Proceedings of the Interaction Design and Children Conference, 2020, pp. 470–482. (2020)
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  • Stefan Liszio, Oliver Basu and Maic Masuch. A universe inside the mri scanner: an in-bore virtual reality game for children to reduce anxiety and stress. , 2020. (2020)
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  • Linda Graf, Stefan Liszio and Maic Masuch. Playing in virtual nature: improving mood of elderly people using vr technology. In Proceedings of the Conference on Mensch Und Computer, MuC 20, Association for Computing Machinery, New York, NY, USA, 2020, pp. 155-164. (2020)
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2019

  • Philipp Sykownik, Katharina Emmerich, Jochen Peketz and Maic Masuch. Blending Science and Practice: A Collaborative Approach for Evaluating the Value of Heart Rate Measurement . In Proceedings of the Annual Symposium on Computer-Human Interaction in Play - CHI PLAY 2019, 2019. (2019)
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  • Katharina Emmerich. Investigating the Social Player Experience: Social Effects in Digital Games. PhD Thesis. DuEPublico, University of Duisburg-Essen, 2019. (2019)
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  • Andrey Krekhov, Sebastian Cmentowski, Katharina Emmerich and Jens Krueger. Beyond Human: Animals as an Escape from Stereotype Avatars in Virtual Reality Games. In Proceedings of the Annual Symposium on Computer-Human Interaction in Play - CHI PLAY 2019, 2019. (2019)
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  • Felix Born, Sophie Abramowski and Maic Masuch. Exergaming in vr: the impact of immersive embodiment on motivation, performance, and perceived exertion. In 2019 11th International Conference on Virtual Worlds and Games for Serious Applications (VS-Games), IEEE, 2019, pp. 1–8. (2019)
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  • Philipp Sykownik, Felix Born and Maic Masuch. Can you hear the player experience? a pipeline for automated sentiment analysis of player speech. In 2019 IEEE Conference on Games (CoG), IEEE, 2019, pp. 1–4. (2019)
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  • Felix Born, Philipp Sykownik and Maic Masuch. Co-located vs. remote gameplay: the role of physical co-presence in multiplayer room-scale vr. In 2019 IEEE Conference on Games (CoG), IEEE, 2019, pp. 1–8. (2019)
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2018

  • Katharina Emmerich, Patrizia Ring and Maic Masuch. I am glad you are on my side: how to design compelling game companions. In Proceedings of the 2018 Annual Symposium on Computer-Human Interaction in Play, 2018, pp. 141–152. (2018)
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  • Andrey Krekhov, Sebastian Cmentowski, Katharina Emmerich, Maic Masuch and Jens Krueger. GulliVR: A Walking-Oriented Technique for Navigation in Virtual Reality Games Based on Virtual Body Resizing. In Florian Floyd Mueller, Daniel Johnson, Ben Schouten, Zachary O. Toups and Peta Wyeth (eds.), Proceedings of the Annual Symposium on Computer-Human Interaction in Play - CHI PLAY 2018, ACM Press, New York, New York, USA, 2018, pp. 243–256. (2018)
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  • Katharina Emmerich and Maic Masuch. Watch Me Play: Does Social Facilitation Apply to Digital Games?. In Regan Mandryk, Mark Hancock, Mark Perry and Anna Cox (eds.), Proceedings of the 2018 CHI Conference on Human Factors in Computing Systems - CHI 2018, ACM Press, New York, New York, USA, 2018, pp. 1–12. (2018)
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  • Stefan Liszio, Linda Graf and Maic Masuch. The relaxing effect of virtual nature - immersive technology provides relief in acute stress situations. In Brenda K. Wiederhold and Giuseppe Riva (eds.), Annual Review of Cybertherapy and Telemedicine (ARCTT), Interactive Media Institute, San Diego, CA, USA, 2018. (2018)
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2017

  • Felix Born and Maic Masuch. Increasing Presence in a Mixed Reality Application by Integrating a Real Time Tracked Full Body Representation. In 14th international Conference on Advances in Computer Entertainment Technology, Springer-Verlag, 2017. (2017)
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  • Philipp Sykownik, Katharina Emmerich and Maic Masuch. Exploring Patterns of Shared Control in Digital Multiplayer Games. In 14th international Conference on Advances in Computer Entertainment Technology, Springer-Verlag, 2017. (2017)
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  • Felix Born and Maic Masuch. Masking Distracting Ambient Sound in an Adaptive VR-Application to Increase Presence. In 16th International Conference on Entertainment Computing, Springer-Verlag, 2017. (2017)
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  • Maic Masuch and Stefan Liszio. Participatory Design of Virtual Reality Applications for Children Under Medical Treatment. In 16th Interaction Design and Children Conference, 2017. (2017)
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  • Stefan Liszio and Maic Masuch. Connecting Hospitalized Kids and their Families with Social VR Games. In 16th Interaction Design and Children Conference, ACM, 2017. (2017)
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  • Katharina Emmerich and Maic Masuch. The impact of game patterns on player experience and social interaction in co-located multiplayer games. In Ben Schouten, Panos Markopoulos, Zachary Toups, Paul Cairns and Tilde Bekker (eds.), Proceedings of the Annual Symposium on Computer-Human Interaction in Play - CHI PLAY 2017, ACM, New York, NY, USA, 2017. (2017)
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  • Stefan Liszio and Maic Masuch. Virtual Reality MRI: Playful Reduction of Children’s Anxiety in MRI Exams. In Proceedings of 16th Interaction Design and Children Conference, ACM, 2017. (2017)
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  • Stefan Liszio, Katharina Emmerich and Maic Masuch. The influence of social entities in virtual reality games on player experience and immersion. In Proceedings of the 12th International Conference on the Foundations of Digital Games, ACM, 2017. (2017)
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  • Andrey Krekhov, Katharina Emmerich, Philipp Bergmann, Sebastian Cmentowski and Jens Krueger. Self-transforming controllers for virtual reality first person shooters. In Ben Schouten, Panos Markopoulos, Zachary Toups, Paul Cairns and Tilde Bekker (eds.), Proceedings of the Annual Symposium on Computer-Human Interaction in Play - CHI PLAY 2017, ACM Press, New York, New York, USA, 2017, pp. 517–529. (2017)
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  • Andrey Krekhov, Katharina Emmerich, Maxim Babinski and Jens Krueger. Gestures from the point of view of an audience. In Gloria Mark, Susan Fussell, Cliff Lampe, M. C. Schraefel, Juan Pablo Hourcade, Caroline Appert and Daniel Wigdor (eds.), Proceedings of the 2017 CHI Conference on Human Factors in Computing Systems - CHI 2017, ACM Press, New York, New York, USA, 2017, pp. 5284–5294. (2017)
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2016

  • Stefan Liszio and Maic Masuch. Designing shared virtual reality gaming experiences in local multi-platform games. In 15th International Conference on Entertainment Computing 2016, IFIP ICEC, Vienna, Austria, 2016. (2016)
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  • Stefan Liszio and Maic Masuch. Gesture-based virtual reality interaction design: entwicklung und empirische validierung handgestenbasierter interaktionskonzepte in vr applikationen. 2016. (2016)
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  • Katharina Emmerich, Natalya Bogacheva, Mareike Bockholt and Viktor Wendel. Operationalization and measurement of evaluation constructs. In Ralf Doerner, Stefan Goebel, Michael Kickmeier-Rust, Maic Masuch and Katharina Zweig (eds.), Entertainment Computing and Serious Games: International GI-Dagstuhl Seminar 15283, Dagstuhl Castle, Germany, July 5-10, 2015, Revised Selected Papers, Springer International Publishing, Cham, 2016, pp. 306–331. (2016)
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  • Katharina Emmerich and Mareike Bockholt. Serious games evaluation: processes, models, and concepts. In Ralf Doerner, Stefan Goebel, Michael Kickmeier-Rust, Maic Masuch and Katharina Zweig (eds.), Entertainment Computing and Serious Games: International GI-Dagstuhl Seminar 15283, Dagstuhl Castle, Germany, July 5-10, 2015, Revised Selected Papers, Springer International Publishing, Cham, 2016, pp. 265–283. (2016)
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  • Stefan Liszio and Maic Masuch. Lost in open worlds: design patterns for player navigation in virtual reality games. In ACE (eds.), Advances in Computer Entertainment, ACE, Osaka, Japan, 2016. (2016)
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  • Ralf Schmidt, Katharina Emmerich and Maic Masuch. Forschen und Lehren mit der Gesellschaft: Community Based Research und Service Learning an Hochschulen: The Science Behind: Ein Projekt im Rahmen der Initiative zur Unterstuetzung krebskranker Kinder und Jugendlicher in Langzeittherapie. Springer-Verlag, 2016. (2016)
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  • Katharina Emmerich and Maic Masuch. Game metrics for evaluating social in-game behavior and interaction in multiplayer games. In International Conference on Advances in Computer Entertainment Technology (ACE 2016), ACM, Osaka, Japan, 2016. (2016)
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  • Katharina Emmerich and Maic Masuch. The influence of virtual agents on player experience and performance. In ACM SIGCHI Annual Symposium on Computer-Human Interaction in Play (CHI PLAY), ACM, Austin, Texas, 2016. (2016)
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  • Carina Gansohr, Katharina Emmerich and Maic Masuch. Hold me tight: a tangible interface for mediating closeness to overcome physical separation. In 8th International Conference on Intelligent Technologies for Interactive Entertainment (Intetain), EAI, Utrecht, 2016. (2016)
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2015

  • Ralf Schmidt, Christoph Brosius and Katja Herrmanny. Ein Vorgehensmodell fuer angewandte Spielformen. In Susanne Strahringer and Christian Ley (eds.), Gamification, Volume 52 of HMD Praxis der Wirtschaftsinformatik, Springer, 2015. (2015)
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  • Ralf Schmidt, Katharina Emmerich and Burkhard Schmidt. Applied Games - In search of a new definition. In Konstantinos Chorianopoulos, Monica Divitini, Hauge J. Baalsrud, Letizia Jaccheri and Rainer Malaka (eds.), Proceedings of International Conference on Entertainment Computing (ICEC), Springer, 2015. (2015)
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  • Ralf Schmidt, Stephanie Scheja, Than Thu Lam and Maic Masuch. Anxiety Storm - Creating a Playful Prevention Program against Performance Anxiety in Primary School. In Marina Umaschi Bers and Glenda Revelle (eds.), Proceedings of the 14th International Conference on Interaction Design and Children, ACM, New York, 2015, pp. 251–254. (2015)
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  • Stefan Brandenburg, Gunnar Stevens, Ralf Schmidt, Jochen Denzinger, Michael Burmester and Susen Doebelt. Usability fuer die betriebliche Praxis: Skalierung und Einsatz von UUX-Methoden in kleinen und mittleren Unternehmen. In Anette Weisbecker, Michael Burmester and Albrecht Schmidt (eds.), Mensch und Computer 2015 - Workshopband, De Gruyter, Berlin, 2015, pp. 679–684. (2015)
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  • Christoph Brosius and Ralf Schmidt. Moment Mal!. In Susanne Strahringer and Christian Ley (eds.), Gamification, Volume 52 of HMD Praxis der Wirtschaftsinformatik, Springer, 2015. (2015)
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  • Lorenz Grigull and Ralf Schmidt. Pedagotchi - game-based learning (GBL) in pediatrics: Proceedings of Association for Medical Education in Europe 2015 (AMEE). , 2015. (2015)
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  • Maic Masuch and Katharina Emmerich. Digitale Spiele. In Kevin Dadaczynski, Stephan Schiemann and Peter Paulus (eds.), Gesundheit spielend foerdern: Potenziale und Herausforderungen von digitalen Spieleanwendungen fuer die Gesundheitsfoerderung und Praevention, Beltz Juventa, 2015. (2015)
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  • Jonas Schild and Maic Masuch. Formalizing the potential of stereoscopic 3D user experience in interactive entertainment. In Nicolas S. Holliman, Andrew J. Woods, Gregg E. Favalora and Takashi Kawai (eds.), Stereoscopic Displays and Applications XXVI 2015, San Francisco, 2015. (2015)
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  • Ralf Schmidt, Burkhard Schmidt, Katharina Lattenkamp, Stephanie Scheja and Maic Masuch. Motivational Design Cards - A Practical Approach for Game-Based Motivational Design at the Workplace. In Proceedings of the 20th International Academic MindTrek Conference, ACM, 2015. (2015)
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  • Ralf Schmidt, Sandra Schering and Joerg Niesenhaus. PressPlay 2? Praxisorientierte und wissenschaftliche Sicht auf Gamification. In Anette Weisbecker, Michael Burmester and Albrecht Schmidt (eds.), Mensch und Computer 2015 - Workshopband, De Gruyter, Berlin, 2015, pp. 353–358. (2015)
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  • Ralf Schmidt and Stephanie Scheja. Projekt Angstgewitter: Ein spielerisches Leistungsangstpraeventionsprogramm fuer die Grundschule. Praxis Schulpsychologie 2, 2015, pp. 8. (2015)
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2014

  • Katja Herrmanny and Ralf Schmidt. Ein Vorgehensmodell zur Entwicklung von Gameful Design fuer Unternehmen. In Andreas V. Butz, Michael Koch and Johann Schlichter (eds.), Mensch & Computer 2014 – Workshopband, De Gruyter, Berlin, 2014, pp. 369–378. (2014)
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  • Katharina Emmerich, Stefan Liszio and Maic Masuch. Defining Second Screen Gaming: Exploration of New Design Patterns. In Yoram Chisik, Christian Geiger and Shoichi Hasegawa (eds.), Proceedings of the 11th International Conference on Advances in Computer Entertainment Technology (ACE 2014), ACM, New York, NY, USA, 2014. (2014)
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  • Katharina Emmerich, Maic Masuch and Ralf Schmidt. Digital Entertaining Health Applications: Researching the Fundamentals of a Cause-Effect Relationship. In Workshop on Designing Systems for Health and Entertainment: What are we missing? (ACE), , 2014. (2014)
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  • Carina Gansohr, Katharina Emmerich, Maic Masuch, Oliver Basu and Lorenz Grigull. Creating age-specific interactive environments about medical treatments for children and adolescent patients diagnosed with cancer. Springer International Publishing, 2014. (2014)
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  • Sandra Schering, Joerg Niesenhaus and Ralf Schmidt. Press Play? Praxisorientierte und wissenschaftliche Sicht auf Gamification. In Andreas V. Butz, Michael Koch and Johann Schlichter (eds.), Mensch & Computer 2014 – Workshopband, De Gruyter, Berlin, 2014, pp. 355–360. (2014)
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  • Ralf Schmidt. Gamification im Unternehmenskontext. In Franz Buelligen and Peter Stamm (eds.), Wissenschaft trifft Praxis, , 2014, pp. 28–35. (2014)
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  • Ralf Schmidt, Katharina Emmerich, Oliver Basu, Lorenz Grigull and Maic Masuch. Wolkenlos - eine Initiative zur Unterstuetzung haemato-onkologisch erkrankter Kinder und Jugendlicher. In Kinder und Jugendmedizin 2/2014, Schattenhauer Verlag, Stuttgart, 2014. (2014)
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  • Ralf Schmidt, Katharina Emmerich, Carola Freidank and Maic Masuch. Serious Games: Unterhaltung, aber mit Lerneffekt. In JuKiP, Georg Thieme Verlag, Stuttgart, 2014, pp. 275–279. (2014)
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  • Michael Burmester, Stefan Brandenburg, Susen Doebelt, Inga Schloemer, Ralf Schmidt, Gunnar Stevens, Karl Werder and Daniel Ziegler. Usability fuer die betriebliche Praxis: Anwendbare Forschung fuer den Mittelstand. In Andreas V. Butz, Michael Koch and Johann Schlichter (eds.), Mensch & Computer 2014 – Workshopband, De Gruyter, Berlin, 2014. (2014)
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2013

  • Johan P. Woelber, Maic Masuch, Kathrin Gerling, Goetz Fabry and Elmar Hellwig. Konzeption und Erstellung eines digitalen Lernspiels zur Anwendung in der zahnmedizinischen Praevention. Oralprophylaxe und Kinderzahlheilkunde 35 (2013), 2013, pp. 113–119. (2013)
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  • Jonas Schild, Liane Boelicke, Joseph J. LaViola Jr. and Maic. Masuch. Creating and Analyzing Stereoscopic 3D Graphical User Interfaces in Digital Games. In Joseph A. Konstan, Ed H. Chi and Kristina Hoeoek (eds.), Proceedings of the 2012 annual conference on Human factors in computing systems (ACM CHI 2012), ACM, New York, NY, USA, 2013. (2013)
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  • Jonas Schild, Joseph J. LaViola Jr. and Maic Masuch. Altering Gameplay Behavior using Stereoscopic 3D Vision-Based Video Game Design. In Matt Jones, Philippe Palanque, Albrecht Schmidt and Tovi Grossman (eds.), Proceedings of the 2014 annual conference on Human factors in computing systems (ACM CHI 2014), ACM, New York, NY, USA, 2013. (2013)
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  • Ralf Schmidt, Patrick Eifler and Maic. Masuch. Playfully Conquering Performance Anxiety. In Ben Schouten, Stephan Fedtke, Tilde Bekker, Marlies Schijven and Alex Gekker (eds.), Proceedings of the 3rd european conference on gaming and playful interaction in health care., Eds. Springer Fachmedien Wiesbaden, 2013, pp. 267–280. (2013)
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  • Philipp Behler, Ingo Boersting, Heike Choi, Evelyn Fricke, Stefan Liszio, Christian Kloepfel, Sabrina Ziebarth and Ulrich Hoppe. Eigentlich geht es mir gut - Entwicklung eines Serious Game zur patientenzentrierten Gespraechsfuehrung.. In Andreas Breiter and Christoph Rensing (eds.), DeLFI 2013 Die 11. E-Learning Fachtagung Informatik der Gesellschaft fuer Informatik e.V. (GI), 2013. (2013)
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  • Katharina Emmerich and Maic Masuch. Helping Friends or Fighting Foes - The Influence of Collaboration and Competition on Player Experience. In Proceedings of the 8th International Conference on the Foundations of Digital Games, 2013. (2013)
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2012

  • Alberto Fuchslocher, Katharina Emmerich, Maic Masuch and Nicole Kraemer. Social health games for wellbeing: a methodological approach. In Designing Interactive Systems Conference (DIS), , Newcastle, England, 2012. (2012)
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  • Jonas Schild, Joseph J. LaViola Jr. and Maic Masuch. Understanding Stereoscopic Game Experience. In Joseph A. Konstan, Ed H. Chi and Kristina Hoeoek (eds.), Proceedings of the 2012 annual conference on Human factors in computing systems (ACM CHI 2012), ACM, New York, NY, USA, 2012. (2012)
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  • Jonas Schild and Maic Masuch. Designing Stereoscopic Information Visualization for 3D-TV: What Can We Learn from S3D Gaming?. In Andrew J. Woods, Nicolas S. Holliman and Gregg E. Favalora (eds.), SPIE Proceedings Vol. 8288: Stereoscopic Displays and Applications XXIII, SPIE, 2012. (2012)
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  • Jonas Schild and Maic Masuch. YouDash3D: Exploring Stereoscopic 3D Gaming for 3D Movie Theaters. In Andrew J. Woods, Nicolas S. Holliman and Gregg E. Favalora (eds.), YouDash3D: Exploring Stereoscopic 3D Gaming for 3D Movie Theaters, SPIE, 2012. (2012)
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  • Timo Goettel and Jonas Schild. Seriously Not Geeky Enough! New Technology in CS Education. In Proceedings of the Educational Interfaces, Software and Technology 2012 (EIST 2012) Workshop in conjunction with CHI, EISTgrq2012, New York, NY, USA, 2012. (2012)
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