Dr. rer. nat. Stefan Liszio
Mail:stefan.liszio[at]uni-due.de
Main Research Areas
My research focuses on the design and application of virtual reality games. I am interested in exploring the benefits and challenges of VR as a new gaming technology. Besides VR experience design related questions, I investigate the positive effects of applying VR games to specific target groups and situations. I concentrate on the design of VR applications tailored for children. My aim is to use innovative technologies to support young patient’s wellbeing and recovery.
View my ResearchGate Profile!
Curriculum Vitae
Academic Career and Education
2014 - 2021 |
PhD at the Entertainment Computing Group, PhD thesis: Relaxation, Distraction, and Fun: Improving Well-being in Situations of Acute Emotional Distress with Virtual Reality |
2011 - 2014 |
Study of Applied Cognitive- and Media Science at the University of Duisburg-Essen, degree Master of Science (M.Sc.) |
2008 - 2011 |
Study of Applied Cognitive- and Media Science at the University of Duisburg-Essen, degree Bachelor of Science (B.Sc.) |
Professional Career
06/2013 - 07/2022 |
Researcher at the Department of Media and Computer Science and Entertainment Computing |
04/2010 - 06/2013 |
Student assistant at the Department of Media and Computer Science and Entertainment Computing |
10/2009 - 04/2010 |
Student assistant at the Department of Interactive Systems and Interaction Design |
Publications
- 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 Proceedings of the 19th International Conference on the Foundations of Digital Games, 2024, pp. 1–13. (2024)
BibTeX
- 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)
BibTeX
- Stefan Liszio. Relaxation, distraction, and fun: improving well-being in situations of acute emotional distress with virtual reality. PhD thesis, , September 2021. (2021)
WWW BibTeX
- Stefan Liszio. Relaxation, distraction, and fun: improving well-being in situations of acute emotional distress with virtual reality. PhD thesis, , September 2021. (2021)
WWW BibTeX
- 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)
BibTeX
- 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)
BibTeX
- 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)
BibTeX
- 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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- 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)
BibTeX
- 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)
BibTeX
- Stefan Liszio and Maic Masuch. Gesture-based virtual reality interaction design: entwicklung und empirische validierung handgestenbasierter interaktionskonzepte in vr applikationen. 2016. (2016)
BibTeX
- 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)
BibTeX
- 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)
BibTeX
- 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)
BibTeX
Supervised Theses
- Type
- Title
- Bachelor's Thesis
- Partizipatives Design eines multimedialen Patient*innenportals für Kinder- und Jugendliche (Paul Prigge)
- Bachelor's Thesis
- Development of a therapy-accompanying Virtual Reality Mental Health Game for depressive teenagers (Richard Schörner)
- Bachelor's Thesis
- Development of a VR game to reduce children’s anxiety and stress shortly before and during medical procedures (Franziska Bäuerlein)
- Master's Thesis
- Development of a Playful, Digital Application to Support Treatment of Parkinson Disease (Anne Mainz)
- Bachelor's Thesis
- Action or Chill? - Which VR Experience supports recovery and stress resistance best? (André Plantenberg)
- Bachelor's Thesis
- VR-TSST 2.0: Extension and Improvement of a VR Stress Induction Paradigm (Jan Stefan Bewersdorff)
- Bachelor's Thesis
- Dynamic Generation of Affective VR Games: Development of a Modular Content Combining Framework (Christopher Kremzow-Tennie)
- Bachelor's Thesis
- Play and Relax: Analyzing the Impact of Interactivity on Mood Induction in VR (Ida Schaffeld)
- Master's Thesis
- Development of a modular narrative framework for interactive storytelling in Virtual Reality (Tabitha Goebel)
- Master's Thesis
- Computer-based and automatic tracking and evaluation of player behavior in Virtual Reality Games (Way Dat To)
- Master's Thesis
- Playful transfer of knowledge in VR to reduce children’s anxiety in the MRI (Alexandra Schroeder)
- Master's Thesis
- Development of motivational strategies to support patient's rehabilitation of the lower locomotory system (Hendrik Häuser)
- Bachelor's Thesis
- Identifying game-elements to support social presence: the effect of co-players in VR (Leona Kuse)
- Bachelor's Thesis
- Visualization of wireless sensor networks in virtual reality (Sebastian Cmentowski)
- Bachelor's Thesis
- Social VR Gaming for the reduction of fear during medical examinations (Kai Marten)
- Bachelor's Thesis
- VR for Kids - Entwicklung eines graduellen Interaktionskonzepts für kindgerechte Virtual Reality Applikationen (Jasmin Kirchhübel)
- Bachelor's Thesis
- Gestaltungsrichtlinien für immersive Multimedia-Applikationen zur Ablenkung von Patienten während medizinischer Behandlungen (Marvin Holtermann)
- Bachelor's Thesis
- Interface- & Interaktionsdesign für eine voll immersive Präsentationsumgebung (Jan Fitzner)
Supervised Courses
- Type
- Semester
- Title
- Lab Course (Forschungsprojekt)
- WS 23/24
- Entwicklung eines Patient Entertainment Systems zur Verbesserung des Patientenerlebens
- Lecture
- SS 22
- Digital Media (SS22)
- Lecture
- WS 21/22
- Informatische Grundlagen neuer Medien und Kommunikationstechniken (Info N) (WS 21/22)
- Lecture
- SS 21
- Digital Media (SS21)
- Lecture
- WS 20/21
- Digital Games Research (WS 20/21)
- Lecture
- SS 20
- Digital Media (SS20)
- Lecture
- WS 19/20
- Multimedia Systems (WS 19/20)
- Lecture
- SS 19
- Digital Games Research (SS 19)
- Lab Course (Praxisprojekt)
- WS 18/19
- Medical VR Playroom
- Lecture
- SS 18
- Digital Games (SS 18)
- Lab Course (Forschungsprojekt)
- WS 17/18
- A Social VR Playroom for Hospitalized Kids
- Lab Course (Forschungsprojekt)
- SS 17
- Playful MRI-Training for Kids in Virtual Reality
- Lab Course (Forschungsprojekt)
- WS 16/17
- VR Games for Guided Relaxation
- Lab Course (Praxisprojekt)
- SS 16
- Creating a Virtual Reality Playground
- Lab Course (Forschungsprojekt)
- WS 15/16
- Lost in Space: Designing Interactive Stories in Virtual Reality
- Lecture
- WS 15/16
- Informatische Grundlagen neuer Medien und Kommunikationstechniken (Info N) (WS 15/16)
- Lab Course (Praxisprojekt)
- SS 15
- Eye in the Sky
- Lab Course (Praxisprojekt)
- WS 14/15
- Interactive Fiction Reloaded
- Lab Course (Forschungsprojekt)
- SS 14
- The most social platform ever?
- Seminar
- SS 14
- Gamification von Lernprozessen
- Lab Course (Praxisprojekt)
- WS 13/14
- Affective Gaming
- Lab Course (Forschungsprojekt)
- WS 13/14
- Second Screen Gaming
- Lecture
- WS 12/13
- Digital Games (WS 12/13)