---
_id: '9902'
abstract:
- lang: ger
  text: "Diese Bachelorarbeit behandelt die praktische Umsetzung eines Arcade-inspirierten
    Videospiels mit der Game-Engine Unity. Der praktische Teil der Arbeit bildet den
    Hauptteil und wird in diesem Dokument durch eine Literaturarbeit theoretisch begleitet.
    Es werden grundlegende Prinzipien und Konzepte des Game-Designs behandelt und
    in das praktische Projekt überführt.  \r\nBeginnend mit der Spieleidee, über die
    Konzeption bis hin zur Implementierung, findet sowohl eine praktische als auch
    eine theoretische Auseinandersetzung mit dem Thema Game-Design im Arcade-Game
    Genre, anhand eines praktischen Projektes statt. Begleitet von etablierter Literatur
    zu dem Thema, bezieht sich diese Arbeit insbesondere auf die Eigenheiten des Arcade-Game
    Genres und nimmt Bezug auf dessen Entstehungs- und Erfolgsgeschichte. Ziel ist
    es, fundiertes Wissen aus der Games Branche zu recherchieren, strukturieren und
    letztendlich praktisch anzuwenden. Mit dieser Vorgehensweise soll geklärt werden,
    was Arcade-Games im Kern ausmacht, woraus sie bestehen, was sie so beliebt macht
    und wie sie entstehen. Der praktische Teil der Arbeit basiert auf der theoretischen
    Auseinandersetzung und wird in diesem Dokument ausführlich beschrieben und dokumentiert.
    Zum Ende dieser Bachelorarbeit steht ein eigens erstelltes, vollständiges Videospiel,
    welches sich an den Charakteristiken des Arcade-Game Genres orientiert und eine
    schriftliche Ausarbeitung, welche dessen Entstehungsprozess, bezugnehmend auf
    bestehende Literatur dokumentiert. \r\n"
author:
- first_name: Fabian
  full_name: Knof, Fabian
  id: '75441'
  last_name: Knof
citation:
  ama: Knof F. <i>Entwicklung eines Arcade-inspirierten 2D Videospiels mit Unity</i>.
    Technische Hochschule Ostwestfalen-Lippe; 2023.
  apa: Knof, F. (2023). <i>Entwicklung eines Arcade-inspirierten 2D Videospiels mit
    Unity</i>. Technische Hochschule Ostwestfalen-Lippe.
  bjps: '<b>Knof F</b> (2023) <i>Entwicklung eines Arcade-inspirierten 2D Videospiels
    mit Unity</i>. Detmold: Technische Hochschule Ostwestfalen-Lippe.'
  chicago: 'Knof, Fabian. <i>Entwicklung eines Arcade-inspirierten 2D Videospiels
    mit Unity</i>. Detmold: Technische Hochschule Ostwestfalen-Lippe, 2023.'
  chicago-de: 'Knof, Fabian. 2023. <i>Entwicklung eines Arcade-inspirierten 2D Videospiels
    mit Unity</i>. Detmold: Technische Hochschule Ostwestfalen-Lippe.'
  din1505-2-1: '<span style="font-variant:small-caps;">Knof, Fabian</span>: <i>Entwicklung
    eines Arcade-inspirierten 2D Videospiels mit Unity</i>. Detmold : Technische Hochschule
    Ostwestfalen-Lippe, 2023'
  havard: F. Knof, Entwicklung eines Arcade-inspirierten 2D Videospiels mit Unity,
    Technische Hochschule Ostwestfalen-Lippe, Detmold, 2023.
  ieee: 'F. Knof, <i>Entwicklung eines Arcade-inspirierten 2D Videospiels mit Unity</i>.
    Detmold: Technische Hochschule Ostwestfalen-Lippe, 2023.'
  mla: Knof, Fabian. <i>Entwicklung eines Arcade-inspirierten 2D Videospiels mit Unity</i>.
    Technische Hochschule Ostwestfalen-Lippe, 2023.
  short: F. Knof, Entwicklung eines Arcade-inspirierten 2D Videospiels mit Unity,
    Technische Hochschule Ostwestfalen-Lippe, Detmold, 2023.
  ufg: '<b>Knof, Fabian</b>: Entwicklung eines Arcade-inspirierten 2D Videospiels
    mit Unity, Detmold 2023.'
  van: 'Knof F. Entwicklung eines Arcade-inspirierten 2D Videospiels mit Unity. Detmold:
    Technische Hochschule Ostwestfalen-Lippe; 2023.'
date_created: 2023-05-11T10:10:20Z
date_updated: 2023-05-24T09:56:27Z
ddc:
- '770'
department:
- _id: DEP2001
file:
- access_level: open_access
  content_type: application/pdf
  creator: 52k-5tz
  date_created: 2023-05-11T10:10:11Z
  date_updated: 2023-05-11T10:10:11Z
  file_id: '9903'
  file_name: Bachelorarbeit Fabian Knof.pdf
  file_size: 7701327
  relation: main_file
file_date_updated: 2023-05-11T10:10:11Z
has_accepted_license: '1'
keyword:
- Arcade
- Games
- Videospiel
- Game-Design
- Unity
language:
- iso: ger
oa: '1'
place: Detmold
publication_status: published
publisher: Technische Hochschule Ostwestfalen-Lippe
status: public
supervisor:
- first_name: Rico
  full_name: Dober, Rico
  id: '76705'
  last_name: Dober
- first_name: Jennifer
  full_name: Meier, Jennifer
  id: '81199'
  last_name: Meier
title: Entwicklung eines Arcade-inspirierten 2D Videospiels mit Unity
type: bachelor_thesis
user_id: '15514'
year: '2023'
...
---
_id: '13010'
abstract:
- lang: eng
  text: Especially in highly interdisciplinary fields such as automation engineering,
    contemporary programming education with tailored assignments and individual feedback
    is a major challenge for educational institutions due to the increasing number
    of students per teacher and the ever-increasing demand for computer science professionals.
    To address this gap, we present ”KIAAA” an AI Assistant for Automation Engineering
    Teaching, a work-in-progress approach for an integrated, customized, and AI-based
    learning support system for automation and programming courses based on instructor-defined
    course objectives. Thereby in the KIAAA system, the individual knowledge level
    of the students is determined and individually tailored virtual learning scenarios
    are generated based on the knowledge and learning profile of the students. These
    are iteratively adapted based on the answers given. To achieve this, KIAAA uses
    several AI components, a hybrid rule-based scenario generation component, a Help-DKT-based
    cognitive model, and a solution assessor that uses a combination of traditional
    code analysis methods and AI-based analyses methods for automated programming
    task assessment. These components are the main parts of KIAAA to generate customized
    programming scenarios as well as visualization and simulation based on a modern
    game and physics engine.
author:
- first_name: Sebastian
  full_name: Eilermann, Sebastian
  last_name: Eilermann
- first_name: Leon
  full_name: Wehmeier, Leon
  id: '81257'
  last_name: Wehmeier
- first_name: Oliver
  full_name: Niggemann, Oliver
  last_name: Niggemann
- first_name: Andreas
  full_name: Deuter, Andreas
  id: '62088'
  last_name: Deuter
  orcid: 0000-0002-6529-6215
citation:
  ama: 'Eilermann S, Wehmeier L, Niggemann O, Deuter A. <i>KIAAA: An AI Assistant
    for Teaching Programming in the Field of Automation</i>. (Jasperneite J, IEEE
    International Conference on Industrial Informatics , Institute of Electrical and
    Electronics Engineers, eds.). IEEE; 2023. doi:<a href="https://doi.org/10.1109/indin51400.2023.10218157">10.1109/indin51400.2023.10218157</a>'
  apa: 'Eilermann, S., Wehmeier, L., Niggemann, O., &#38; Deuter, A. (2023). KIAAA:
    An AI Assistant for Teaching Programming in the Field of Automation. In J. Jasperneite,
    IEEE International Conference on Industrial Informatics , &#38; Institute of Electrical
    and Electronics Engineers (Eds.), <i>2023 IEEE 21st International Conference on
    Industrial Informatics (INDIN)</i>. IEEE. <a href="https://doi.org/10.1109/indin51400.2023.10218157">https://doi.org/10.1109/indin51400.2023.10218157</a>'
  bjps: '<b>Eilermann S <i>et al.</i></b> (2023) <i>KIAAA: An AI Assistant for Teaching
    Programming in the Field of Automation</i>, Jasperneite J, IEEE International
    Conference on Industrial Informatics , and Institute of Electrical and Electronics
    Engineers (eds). [Piscataway, NJ]: IEEE.'
  chicago: 'Eilermann, Sebastian, Leon Wehmeier, Oliver Niggemann, and Andreas Deuter.
    <i>KIAAA: An AI Assistant for Teaching Programming in the Field of Automation</i>.
    Edited by Jürgen Jasperneite, IEEE International Conference on Industrial Informatics
    , and Institute of Electrical and Electronics Engineers. <i>2023 IEEE 21st International
    Conference on Industrial Informatics (INDIN)</i>. [Piscataway, NJ]: IEEE, 2023.
    <a href="https://doi.org/10.1109/indin51400.2023.10218157">https://doi.org/10.1109/indin51400.2023.10218157</a>.'
  chicago-de: 'Eilermann, Sebastian, Leon Wehmeier, Oliver Niggemann und Andreas Deuter.
    2023. <i>KIAAA: An AI Assistant for Teaching Programming in the Field of Automation</i>.
    Hg. von Jürgen Jasperneite, IEEE International Conference on Industrial Informatics
    , und Institute of Electrical and Electronics Engineers. <i>2023 IEEE 21st International
    Conference on Industrial Informatics (INDIN)</i>. [Piscataway, NJ]: IEEE. doi:<a
    href="https://doi.org/10.1109/indin51400.2023.10218157">10.1109/indin51400.2023.10218157</a>,
    .'
  din1505-2-1: '<span style="font-variant:small-caps;">Eilermann, Sebastian</span>
    ; <span style="font-variant:small-caps;">Wehmeier, Leon</span> ; <span style="font-variant:small-caps;">Niggemann,
    Oliver</span> ; <span style="font-variant:small-caps;">Deuter, Andreas</span>
    ; <span style="font-variant:small-caps;">Jasperneite, J.</span> ; <span style="font-variant:small-caps;">IEEE
    International Conference on Industrial Informatics </span> ; <span style="font-variant:small-caps;">Institute
    of Electrical and Electronics Engineers</span> (Hrsg.): <i>KIAAA: An AI Assistant
    for Teaching Programming in the Field of Automation</i>. [Piscataway, NJ] : IEEE,
    2023'
  havard: 'S. Eilermann, L. Wehmeier, O. Niggemann, A. Deuter, KIAAA: An AI Assistant
    for Teaching Programming in the Field of Automation, IEEE, [Piscataway, NJ], 2023.'
  ieee: 'S. Eilermann, L. Wehmeier, O. Niggemann, and A. Deuter, <i>KIAAA: An AI Assistant
    for Teaching Programming in the Field of Automation</i>. [Piscataway, NJ]: IEEE,
    2023. doi: <a href="https://doi.org/10.1109/indin51400.2023.10218157">10.1109/indin51400.2023.10218157</a>.'
  mla: 'Eilermann, Sebastian, et al. “KIAAA: An AI Assistant for Teaching Programming
    in the Field of Automation.” <i>2023 IEEE 21st International Conference on Industrial
    Informatics (INDIN)</i>, edited by Jürgen Jasperneite et al., IEEE, 2023, <a href="https://doi.org/10.1109/indin51400.2023.10218157">https://doi.org/10.1109/indin51400.2023.10218157</a>.'
  short: 'S. Eilermann, L. Wehmeier, O. Niggemann, A. Deuter, KIAAA: An AI Assistant
    for Teaching Programming in the Field of Automation, IEEE, [Piscataway, NJ], 2023.'
  ufg: '<b>Eilermann, Sebastian u. a.</b>: KIAAA: An AI Assistant for Teaching Programming
    in the Field of Automation, hg. von Jasperneite, Jürgen/IEEE International Conference
    on Industrial Informatics , Institute of Electrical and Electronics Engineers,
    [Piscataway, NJ] 2023.'
  van: 'Eilermann S, Wehmeier L, Niggemann O, Deuter A. KIAAA: An AI Assistant for
    Teaching Programming in the Field of Automation. Jasperneite J, IEEE International
    Conference on Industrial Informatics , Institute of Electrical and Electronics
    Engineers, editors. 2023 IEEE 21st International Conference on Industrial Informatics
    (INDIN). [Piscataway, NJ]: IEEE; 2023.'
conference:
  end_date: 2023-07-20
  location: Lemgo
  name: 21st International Conference on Industrial Informatics (INDIN)
  start_date: 2023-07-18
corporate_editor:
- 'IEEE International Conference on Industrial Informatics '
- Institute of Electrical and Electronics Engineers
date_created: 2025-06-24T09:24:47Z
date_updated: 2025-06-24T09:38:24Z
department:
- _id: DEP7022
- _id: DEP1306
- _id: DEP7001
doi: 10.1109/indin51400.2023.10218157
editor:
- first_name: Jürgen
  full_name: Jasperneite, Jürgen
  id: '1899'
  last_name: Jasperneite
keyword:
- Visualization
- Automation
- Education
- Games
- Hybrid power systems
- Task analysis
- Artificial intelligence
language:
- iso: eng
place: '[Piscataway, NJ]'
publication: 2023 IEEE 21st International Conference on Industrial Informatics (INDIN)
publication_identifier:
  eisbn:
  - 978-1-6654-9313-0
  isbn:
  - 978-1-6654-9314-7
publication_status: published
publisher: IEEE
quality_controlled: '1'
status: public
title: 'KIAAA: An AI Assistant for Teaching Programming in the Field of Automation'
type: conference_editor_article
user_id: '83781'
year: '2023'
...
---
_id: '13019'
abstract:
- lang: eng
  text: The digital transformation of manufacturing companies is a huge driver of
    complexity in organizational structures and processes. Challenges such as an increasing
    number of variants, rapid changes in technology, and a multitude of interfaces
    between IT systems within companies require changed qualifications in the workforce.
    Employees lack a profound understanding of the added value that digitalization
    can bring to the company and themselves. To address these challenges, simulation
    games are a suitable approach. Simulation games are active learning methods that
    simulate real systems in an artificial environment. The goal is to give employees
    the opportunity to gain experience and make decisions without creating a pressure
    situation or endangering the real production system. This enables them to better
    understand, evaluate and design real systems. In order to make optimal use of
    simulation games in manufacturing companies, they should be customized to the
    company and its employees due to individual processes and structures. This paper
    presents a procedure model for designing a concept of individualized simulation
    games for manufacturing companies in the context of digitalization. It starts
    with the identification of requirements. Subsequently, the requirements of the
    individual elements are combined into a holistic simulation game. The piloting
    of the framework is presented using an example from industrial practice.
author:
- first_name: Fabian
  full_name: Machon, Fabian
  last_name: Machon
- first_name: Stefan
  full_name: Gabriel, Stefan
  last_name: Gabriel
- first_name: Benedikt
  full_name: Latos, Benedikt
  id: '84474'
  last_name: Latos
- first_name: Christoph
  full_name: Holtkötter, Christoph
  last_name: Holtkötter
- first_name: Ben
  full_name: Lütkehoff, Ben
  last_name: Lütkehoff
- first_name: Laban
  full_name: Asmar, Laban
  last_name: Asmar
- first_name: Dr. Arno
  full_name: Kühn, Dr. Arno
  last_name: Kühn
- first_name: Prof. Dr. Roman
  full_name: Dumitrescu, Prof. Dr. Roman
  last_name: Dumitrescu
citation:
  ama: Machon F, Gabriel S, Latos B, et al. Design of individual simulation games
    in manufacturing companies for game-based learning. <i>Procedia CIRP</i>. 2023;119:1017-1022.
    doi:<a href="https://doi.org/10.1016/j.procir.2023.03.145">10.1016/j.procir.2023.03.145</a>
  apa: Machon, F., Gabriel, S., Latos, B., Holtkötter, C., Lütkehoff, B., Asmar, L.,
    Kühn, Dr. A., &#38; Dumitrescu, Prof. Dr. R. (2023). Design of individual simulation
    games in manufacturing companies for game-based learning. <i>Procedia CIRP</i>,
    <i>119</i>, 1017–1022. <a href="https://doi.org/10.1016/j.procir.2023.03.145">https://doi.org/10.1016/j.procir.2023.03.145</a>
  bjps: <b>Machon F <i>et al.</i></b> (2023) Design of Individual Simulation Games
    in Manufacturing Companies for Game-Based Learning. <i>Procedia CIRP</i> <b>119</b>,
    1017–1022.
  chicago: 'Machon, Fabian, Stefan Gabriel, Benedikt Latos, Christoph Holtkötter,
    Ben Lütkehoff, Laban Asmar, Dr. Arno Kühn, and Prof. Dr. Roman Dumitrescu. “Design
    of Individual Simulation Games in Manufacturing Companies for Game-Based Learning.”
    <i>Procedia CIRP</i> 119 (2023): 1017–22. <a href="https://doi.org/10.1016/j.procir.2023.03.145">https://doi.org/10.1016/j.procir.2023.03.145</a>.'
  chicago-de: 'Machon, Fabian, Stefan Gabriel, Benedikt Latos, Christoph Holtkötter,
    Ben Lütkehoff, Laban Asmar, Dr. Arno Kühn und Prof. Dr. Roman Dumitrescu. 2023.
    Design of individual simulation games in manufacturing companies for game-based
    learning. <i>Procedia CIRP</i> 119: 1017–1022. doi:<a href="https://doi.org/10.1016/j.procir.2023.03.145">10.1016/j.procir.2023.03.145</a>,
    .'
  din1505-2-1: '<span style="font-variant:small-caps;">Machon, Fabian</span> ; <span
    style="font-variant:small-caps;">Gabriel, Stefan</span> ; <span style="font-variant:small-caps;">Latos,
    Benedikt</span> ; <span style="font-variant:small-caps;">Holtkötter, Christoph</span>
    ; <span style="font-variant:small-caps;">Lütkehoff, Ben</span> ; <span style="font-variant:small-caps;">Asmar,
    Laban</span> ; <span style="font-variant:small-caps;">Kühn, Dr. Arno</span> ;
    <span style="font-variant:small-caps;">Dumitrescu, Prof. Dr. Roman</span>: Design
    of individual simulation games in manufacturing companies for game-based learning.
    In: <i>Procedia CIRP</i> Bd. 119. Amsterdam [u.a.], Elsevier BV (2023), S. 1017–1022'
  havard: F. Machon, S. Gabriel, B. Latos, C. Holtkötter, B. Lütkehoff, L. Asmar,
    Dr.A. Kühn, Prof.Dr.R. Dumitrescu, Design of individual simulation games in manufacturing
    companies for game-based learning, Procedia CIRP. 119 (2023) 1017–1022.
  ieee: 'F. Machon <i>et al.</i>, “Design of individual simulation games in manufacturing
    companies for game-based learning,” <i>Procedia CIRP</i>, vol. 119, pp. 1017–1022,
    2023, doi: <a href="https://doi.org/10.1016/j.procir.2023.03.145">10.1016/j.procir.2023.03.145</a>.'
  mla: Machon, Fabian, et al. “Design of Individual Simulation Games in Manufacturing
    Companies for Game-Based Learning.” <i>Procedia CIRP</i>, vol. 119, 2023, pp.
    1017–22, <a href="https://doi.org/10.1016/j.procir.2023.03.145">https://doi.org/10.1016/j.procir.2023.03.145</a>.
  short: F. Machon, S. Gabriel, B. Latos, C. Holtkötter, B. Lütkehoff, L. Asmar, Dr.A.
    Kühn, Prof.Dr.R. Dumitrescu, Procedia CIRP 119 (2023) 1017–1022.
  ufg: '<b>Machon, Fabian u. a.</b>: Design of individual simulation games in manufacturing
    companies for game-based learning, in: <i>Procedia CIRP</i> 119 (2023),  S. 1017–1022.'
  van: Machon F, Gabriel S, Latos B, Holtkötter C, Lütkehoff B, Asmar L, et al. Design
    of individual simulation games in manufacturing companies for game-based learning.
    Procedia CIRP. 2023;119:1017–22.
date_created: 2025-06-24T13:42:09Z
date_updated: 2025-06-24T13:45:56Z
department:
- _id: DEP1500
doi: 10.1016/j.procir.2023.03.145
intvolume: '       119'
keyword:
- industry 4.0
- digitalization
- digital transformation
- simulation games
- game-based learning
- education
- employee education
- qualification
language:
- iso: eng
page: 1017-1022
place: Amsterdam [u.a.]
publication: Procedia CIRP
publication_identifier:
  issn:
  - 2212-8271
publication_status: published
publisher: Elsevier BV
quality_controlled: '1'
status: public
title: Design of individual simulation games in manufacturing companies for game-based
  learning
type: scientific_journal_article
user_id: '83781'
volume: 119
year: '2023'
...
---
_id: '4766'
abstract:
- lang: eng
  text: This chapter presents a formative multi-method evaluation on future gaming
    systems. Following a scenario-driven approach, quantitative and qualitative methods
    are employed to elicit feedback from different target user populations. Based
    on the results of the different evaluation parts, a set of design requirements
    for future home entertainment systems is derived.
author:
- first_name: Carsten
  full_name: Röcker, Carsten
  id: '61525'
  last_name: Röcker
- first_name: Carsten
  full_name: Magerkurth, Carsten
  last_name: Magerkurth
- first_name: Steve
  full_name: Hinske, Steve
  last_name: Hinske
- first_name: Matthias
  full_name: Lampe, Matthias
  last_name: Lampe
citation:
  ama: 'Röcker C, Magerkurth C, Hinske S, Lampe M. Designing User-Friendly Interfaces
    for Pervasive Gaming Applications. In: <i>A Reader for Pervasive Gaming Research
    / Vol. 2. Pervasive Gaming Applications</i>. Vol 67-83. Aachen: Shaker; 2007.'
  apa: 'Röcker, C., Magerkurth, C., Hinske, S., &#38; Lampe, M. (2007). Designing
    User-Friendly Interfaces for Pervasive Gaming Applications. In <i>A reader for
    pervasive gaming research / Vol. 2. Pervasive gaming applications</i> (Vol. 67–83).
    Aachen: Shaker.'
  bjps: '<b>Röcker C <i>et al.</i></b> (2007) Designing User-Friendly Interfaces for
    Pervasive Gaming Applications. <i>A Reader for Pervasive Gaming Research / Vol.
    2. Pervasive Gaming Applications</i>, vol. 67–83. Aachen: Shaker.'
  chicago: 'Röcker, Carsten, Carsten Magerkurth, Steve Hinske, and Matthias Lampe.
    “Designing User-Friendly Interfaces for Pervasive Gaming Applications.” In <i>A
    Reader for Pervasive Gaming Research / Vol. 2. Pervasive Gaming Applications</i>,
    Vol. 67–83. Aachen: Shaker, 2007.'
  chicago-de: 'Röcker, Carsten, Carsten Magerkurth, Steve Hinske und Matthias Lampe.
    2007. Designing User-Friendly Interfaces for Pervasive Gaming Applications. In:
    <i>A reader for pervasive gaming research / Vol. 2. Pervasive gaming applications</i>,
    67–83:. Aachen: Shaker.'
  din1505-2-1: '<span style="font-variant:small-caps;">Röcker, Carsten</span> ; <span
    style="font-variant:small-caps;">Magerkurth, Carsten</span> ; <span style="font-variant:small-caps;">Hinske,
    Steve</span> ; <span style="font-variant:small-caps;">Lampe, Matthias</span>:
    Designing User-Friendly Interfaces for Pervasive Gaming Applications. In: <i>A
    reader for pervasive gaming research / Vol. 2. Pervasive gaming applications</i>.
    Bd. 67–83. Aachen : Shaker, 2007'
  havard: 'C. Röcker, C. Magerkurth, S. Hinske, M. Lampe, Designing User-Friendly
    Interfaces for Pervasive Gaming Applications, in: A Reader for Pervasive Gaming
    Research / Vol. 2. Pervasive Gaming Applications, Shaker, Aachen, 2007.'
  ieee: 'C. Röcker, C. Magerkurth, S. Hinske, and M. Lampe, “Designing User-Friendly
    Interfaces for Pervasive Gaming Applications,” in <i>A reader for pervasive gaming
    research / Vol. 2. Pervasive gaming applications</i>, vol. 67–83, Aachen: Shaker,
    2007.'
  mla: Röcker, Carsten, et al. “Designing User-Friendly Interfaces for Pervasive Gaming
    Applications.” <i>A Reader for Pervasive Gaming Research / Vol. 2. Pervasive Gaming
    Applications</i>, vol. 67–83, Shaker, 2007.
  short: 'C. Röcker, C. Magerkurth, S. Hinske, M. Lampe, in: A Reader for Pervasive
    Gaming Research / Vol. 2. Pervasive Gaming Applications, Shaker, Aachen, 2007.'
  ufg: '<b>Röcker, Carsten et. al. (2007)</b>: Designing User-Friendly Interfaces
    for Pervasive Gaming Applications, in: <i>A reader for pervasive gaming research
    / Vol. 2. Pervasive gaming applications</i> (=<i> 67–83</i>), Aachen.'
  van: 'Röcker C, Magerkurth C, Hinske S, Lampe M. Designing User-Friendly Interfaces
    for Pervasive Gaming Applications. In: A reader for pervasive gaming research
    / Vol 2 Pervasive gaming applications. Aachen: Shaker; 2007.'
date_created: 2021-01-29T10:05:31Z
date_updated: 2023-03-15T13:49:55Z
department:
- _id: DEP5023
extern: '1'
keyword:
- User Interfaces
- Pervasive Games
- Evaluation
- Human Computer  Interaction
- User Requirements
- Design Guidelines
- Interface Design
language:
- iso: eng
main_file_link:
- open_access: '1'
oa: '1'
place: Aachen
publication: A reader for pervasive gaming research / Vol. 2. Pervasive gaming applications
publication_identifier:
  isbn:
  - 978-3-8322-6224-2
publication_status: published
publisher: Shaker
related_material:
  link:
  - relation: research_paper
    url: https://www.researchgate.net/profile/Matthias_Lampe/publication/228873866_Designing_user-friendly_interfaces_for_pervasive_gaming_applications/links/0912f50d1f41d19988000000/Designing-user-friendly-interfaces-for-pervasive-gaming-applications.pdf
status: public
title: Designing User-Friendly Interfaces for Pervasive Gaming Applications
type: book_chapter
user_id: '15514'
volume: 67-83
year: 2007
...
---
_id: '4813'
abstract:
- lang: eng
  text: This paper presents a formative multi-method evaluation on future gaming systems.
    Following a scenario-driven approach, quantitative and qualitative methods are
    employed to elicit feedback from different target user populations. Based on the
    results of the different evaluation parts, a set of design requirements for future
    home entertainment systems is derived. These requirements are then used to guide
    the development process of a ubiquitous computing gaming platform. To demonstrate
    the usefulness of the gaming platform, a sample application is discussed, which
    is described in the last section of this paper.
author:
- first_name: Carsten
  full_name: Röcker, Carsten
  id: '61525'
  last_name: Röcker
- first_name: Carsten
  full_name: Magerkurth, Carsten
  last_name: Magerkurth
- first_name: Maral
  full_name: Haar, Maral
  last_name: Haar
citation:
  ama: 'Röcker C, Magerkurth C, Haar M. User Interfaces for Pervasive Games: Experiences
    of a Formative Multi-Method Evaluation and its Implications for System Development.
    In: Stephanidis C, Pieper M, eds. <i>Universal Access in Ambient Intelligence
    Environments : 9th ERCIM Workshop on User Interfaces for All</i>. Vol 4397. Lecture
    Notes in Computer Science. Berlin: Springer; 2006:352-368. doi:<a href="https://doi.org/10.1007/978-3-540-71025-7_23">10.1007/978-3-540-71025-7_23</a>'
  apa: 'Röcker, C., Magerkurth, C., &#38; Haar, M. (2006). User Interfaces for Pervasive
    Games: Experiences of a Formative Multi-Method Evaluation and its Implications
    for System Development. In C. Stephanidis &#38; M. Pieper (Eds.), <i>Universal
    Access in Ambient Intelligence Environments : 9th ERCIM Workshop on User Interfaces
    for All</i> (Vol. 4397, pp. 352–368). Berlin: Springer. <a href="https://doi.org/10.1007/978-3-540-71025-7_23">https://doi.org/10.1007/978-3-540-71025-7_23</a>'
  bjps: '<b>Röcker C, Magerkurth C and Haar M</b> (2006) User Interfaces for Pervasive
    Games: Experiences of a Formative Multi-Method Evaluation and Its Implications
    for System Development. In Stephanidis C and Pieper M (eds), <i>Universal Access
    in Ambient Intelligence Environments : 9th ERCIM Workshop on User Interfaces for
    All</i>, vol. 4397. Berlin: Springer, pp. 352–368.'
  chicago: 'Röcker, Carsten, Carsten Magerkurth, and Maral Haar. “User Interfaces
    for Pervasive Games: Experiences of a Formative Multi-Method Evaluation and Its
    Implications for System Development.” In <i>Universal Access in Ambient Intelligence
    Environments : 9th ERCIM Workshop on User Interfaces for All</i>, edited by Constantine
    Stephanidis and Michael Pieper, 4397:352–68. Lecture Notes in Computer Science.
    Berlin: Springer, 2006. <a href="https://doi.org/10.1007/978-3-540-71025-7_23">https://doi.org/10.1007/978-3-540-71025-7_23</a>.'
  chicago-de: 'Röcker, Carsten, Carsten Magerkurth und Maral Haar. 2006. User Interfaces
    for Pervasive Games: Experiences of a Formative Multi-Method Evaluation and its
    Implications for System Development. In: <i>Universal Access in Ambient Intelligence
    Environments : 9th ERCIM Workshop on User Interfaces for All</i>, hg. von Constantine
    Stephanidis und Michael Pieper, 4397:352–368. Lecture Notes in Computer Science.
    Berlin: Springer. doi:<a href="https://doi.org/10.1007/978-3-540-71025-7_23,">10.1007/978-3-540-71025-7_23,</a>
    .'
  din1505-2-1: '<span style="font-variant:small-caps;">Röcker, Carsten</span> ; <span
    style="font-variant:small-caps;">Magerkurth, Carsten</span> ; <span style="font-variant:small-caps;">Haar,
    Maral</span>: User Interfaces for Pervasive Games: Experiences of a Formative
    Multi-Method Evaluation and its Implications for System Development. In: <span
    style="font-variant:small-caps;">Stephanidis, C.</span> ; <span style="font-variant:small-caps;">Pieper,
    M.</span> (Hrsg.): <i>Universal Access in Ambient Intelligence Environments :
    9th ERCIM Workshop on User Interfaces for All</i>, <i>Lecture Notes in Computer
    Science</i>. Bd. 4397. Berlin : Springer, 2006, S. 352–368'
  havard: 'C. Röcker, C. Magerkurth, M. Haar, User Interfaces for Pervasive Games:
    Experiences of a Formative Multi-Method Evaluation and its Implications for System
    Development, in: C. Stephanidis, M. Pieper (Eds.), Universal Access in Ambient
    Intelligence Environments : 9th ERCIM Workshop on User Interfaces for All, Springer,
    Berlin, 2006: pp. 352–368.'
  ieee: 'C. Röcker, C. Magerkurth, and M. Haar, “User Interfaces for Pervasive Games:
    Experiences of a Formative Multi-Method Evaluation and its Implications for System
    Development,” in <i>Universal Access in Ambient Intelligence Environments : 9th
    ERCIM Workshop on User Interfaces for All</i>, Königswinter (Bonn), Germany, 2006,
    vol. 4397, pp. 352–368.'
  mla: 'Röcker, Carsten, et al. “User Interfaces for Pervasive Games: Experiences
    of a Formative Multi-Method Evaluation and Its Implications for System Development.”
    <i>Universal Access in Ambient Intelligence Environments : 9th ERCIM Workshop
    on User Interfaces for All</i>, edited by Constantine Stephanidis and Michael
    Pieper, vol. 4397, Springer, 2006, pp. 352–68, doi:<a href="https://doi.org/10.1007/978-3-540-71025-7_23">10.1007/978-3-540-71025-7_23</a>.'
  short: 'C. Röcker, C. Magerkurth, M. Haar, in: C. Stephanidis, M. Pieper (Eds.),
    Universal Access in Ambient Intelligence Environments : 9th ERCIM Workshop on
    User Interfaces for All, Springer, Berlin, 2006, pp. 352–368.'
  ufg: '<b>Röcker, Carsten et. al. (2006)</b>: User Interfaces for Pervasive Games:
    Experiences of a Formative Multi-Method Evaluation and its Implications for System
    Development, in: Constantine Stephanidis/Michael Pieper (Hgg.): <i>Universal Access
    in Ambient Intelligence Environments : 9th ERCIM Workshop on User Interfaces for
    All</i> (=<i>Lecture Notes in Computer Science 4397</i>), Berlin, S. 352–368.'
  van: 'Röcker C, Magerkurth C, Haar M. User Interfaces for Pervasive Games: Experiences
    of a Formative Multi-Method Evaluation and its Implications for System Development.
    In: Stephanidis C, Pieper M, editors. Universal Access in Ambient Intelligence
    Environments : 9th ERCIM Workshop on User Interfaces for All. Berlin: Springer;
    2006. p. 352–68. (Lecture Notes in Computer Science; vol. 4397).'
conference:
  end_date: 2006+09-28
  location: Königswinter (Bonn), Germany
  name: 9th ERCIM Workshop on User Interfaces for All
  start_date: 2006-09-27
date_created: 2021-02-02T09:56:54Z
date_updated: 2023-03-15T13:49:55Z
department:
- _id: DEP5023
doi: 10.1007/978-3-540-71025-7_23
editor:
- first_name: Constantine
  full_name: Stephanidis, Constantine
  last_name: Stephanidis
- first_name: Michael
  full_name: Pieper, Michael
  last_name: Pieper
extern: '1'
intvolume: '      4397'
keyword:
- User Interfaces
- Pervasive Games
- Evaluation
- System Development
- Tangible User Interfaces
- Human Computer Interaction
language:
- iso: eng
main_file_link:
- open_access: '1'
oa: '1'
page: 352-368
place: Berlin
publication: 'Universal Access in Ambient Intelligence Environments : 9th ERCIM Workshop
  on User Interfaces for All'
publication_identifier:
  eisbn:
  - 978-3-540-71025-7
  isbn:
  - 978-3-540-71024-0
publication_status: published
publisher: Springer
series_title: Lecture Notes in Computer Science
status: public
title: 'User Interfaces for Pervasive Games: Experiences of a Formative Multi-Method
  Evaluation and its Implications for System Development'
type: conference
user_id: '15514'
volume: 4397
year: 2006
...
