@misc{13000,
  abstract     = {{The following paper examines how gamification principles can expand citizen engagement and participatory processes in the Smart City. Smart city data in particular can be communicated excellently via digital media, regardless of location and time, due to the way it is technologically generated, stored and processed. Consequently, it makes sense to develop separate digital visualizations and tools for citizens, which on the one hand explain relevant relationships in a generally understandable way and on the other hand can reduce the high technological complexity. Especially in recent times, new formats of digital citizen participation have been emerging, some of which are specially developed between actors in urban development and media agencies (i.e. ZebraLog, Decidim, etc.). It is not uncommon that also the latest technologies such as VR glasses, digital twins, etc. come to use. But despite all the technological innovation, one of the basic problems of classic participation remains unsolved: The mix of participating citizens does not reflect the diversity of society even remotely. Socioeconomically disadvantaged groups in particular are not sufficiently reached and hence not included; instead, it tends to be the educated middle class that participates "who may be passionate about certain issues and ignore larger issues" (Ampatzidou et al. 2018; Akers 2022). Moreover, digital platforms require the decision to actively access it online. Against the background of this challenge, the two research teams of the Institute for Design Strategies at the University of Applied Sciences and Arts Ostwestfalen-Lippe are trying to link digital Smart City techniques with the potential of gamification by building and testing very simple and analog tools and methods. In these the linked digital data tends to take place much more in the background while the joy of playing with tangible elements could support citizen engagement and behavioural changes in an easier way. This paper looks at a selection of six applied methods and formats that the team has tested in the public spaces of the medium sized city Detmold, Germany, in a completely or partially analog way in 2024. Topics such as urban planning, data security, mobility, climate change and the Smart City itself were discussed in the formats. The methods tested serve as supplementary elements to online participation and as a further development of classic outreach. Categorizations of gamification elements were reviewed for the analysis. In addition, the methods were classified at different levels of participation according to Cardullo and Kitchin based on Arnstein's work. The paper also takes a critical look at the statement that "Many believe that technological advancements in communication will support a bright new era of political engagement and dialogue" (Green 2020) and that digitalization is therefore the panacea for participation. Furthermore, it has been examined how power imbalances can be countered and a more inviting environment for participatory practices can be achieved.}},
  author       = {{Licht, Mareile and Albrecht, Kyra and Ashmawy, Mohamed Khaled and Scholten-Reintjes, Marie-Joelle and Nether, Ulrich and Häusler, Axel}},
  booktitle    = {{REAL CORP 2025: Urban innovation to boldly go where no cities have gone before - medium sized cities and towns as a major arena of global urbanisation : proceedings of 30th International Conference on Urban Planning, Regional Development and Information Society }},
  editor       = {{Schrenk, Manfred and Popovich, Tatiana and Zeile, Peter and Elisei, Pietro and Beyer, Clemens and Ryser, Judith and Trattnig, Uwe}},
  isbn         = {{978-3-9504945-4-9}},
  issn         = {{2521-3938}},
  keywords     = {{citizen, smart city, gamification, participation, communication}},
  location     = {{Graz}},
  pages        = {{553--564}},
  publisher    = {{CORP - Competence Center of Urban and Regional Planning }},
  title        = {{{Gamification in the Smart City: Insights from Participation and Communication Processes}}},
  doi          = {{10.48494/REALCORP2025.6032}},
  year         = {{2025}},
}

@misc{13301,
  abstract     = {{Production environments are characterized by an increasingly diverse workforce caused by demographic change, globalization, and the rising demand for inclusion and equality. To ensure employee satisfaction for such a diverse workforce, gamification is a promising method. However, one-size-fits-all approaches are not sufficient, and more user-adaptive and inclusive gamified systems are needed. Therefore, this systematic literature review aims to answer the question of which user-adaptive gamified systems exist for manufacturing and how they provide inclusivity for individuals in their everyday work. Following PRISMA guidelines, a search of five electronic databases retrieved 22 relevant articles. Analysis of the literature revealed a lack of user-centered and inclusive gamified systems. Further, limited empirical evaluations in real production environments, limited application scenarios, and the need for more diverse research were identified. Based on the results, this study identifies key research gaps and provides recommendations for future research.}},
  author       = {{Mordaschew, Viktoria and Latos, Benedikt and Rubart, Jessica and Röcker, Carsten}},
  booktitle    = {{International Journal of Human–Computer Interaction}},
  issn         = {{1532-7590}},
  keywords     = {{Gamification, manufacturing, inclusivity : human-centered systems : literature review}},
  pages        = {{1--28}},
  publisher    = {{Taylor & Francis}},
  title        = {{{User-Centered Gamification in Manufacturing: A Systematic Literature Review}}},
  doi          = {{10.1080/10447318.2025.2578390}},
  volume       = {{41}},
  year         = {{2025}},
}

@misc{11208,
  author       = {{González, María and Schwickert, Susanne and Schakib-Ekbatan, Karin}},
  keywords     = {{Gamification, KI, Raumwärmemanagement, Energieeinsparmaßnahmen, Feldstudie, Bestandbau}},
  location     = {{Frankfurt}},
  title        = {{{EnOB passPART2 - Gamification vs. intelligentes Raumwärmemanagement}}},
  year         = {{2024}},
}

@misc{11210,
  abstract     = {{Um Treibhausgasneutralität zu ermöglichen, sind klimafreundliche Neubauten nicht ausreichend. Der Gebäudebestand muss dazu saniert beziehungsweise technisch nachgerüstet werden. Im Rahmen des Forschungsprojektes EnOB: passPART2 werden die Erfolge von Gamification und intelligentem Raumwärmemanagement als geringinvestive Maßnahmen zur Reduzierung der Treibhausgasemissionen am Hauptverwaltungsgebäude des Kreises Lippe untersucht. Einer dieser Ansätze soll bei nachgewiesenem Einsparpotenzial auch bei anderen Liegenschaften im Kreis Lippe Anwendung finden, die kurzfristig nicht intensiv saniert werden können. Welche der beiden Maßnahmen eignet sich am besten für die weitere Implementierung? Wir sprechen mit der Kreisverwaltung und der Hochschule Lippe über ihre verschiedenen Ansätze zur Reduktion der Treibhausgasemissionen in den Gebäuden der Kreisverwaltung durch geringinvestive Maßnahmen.}},
  author       = {{González, María and Schwickert, Susanne and Schakib-Ekbatan, Karin and Reis, Thekla }},
  keywords     = {{Gamification, KI, Raumwärmemanagement, Energieeinsparmaßnahmen, Feldstudie, Bestandbau}},
  location     = {{Frankfurt}},
  title        = {{{Gamification vs. KI - Was macht das Rennen?}}},
  year         = {{2024}},
}

@misc{9161,
  abstract     = {{Employees in household-related services have so far been neglected in research and practice. The overall goal of our project is to identify work-related stress of this special target group, develop recommendations, and disseminate them using low-threshold, attractive edutainment offers. In this context, this contribution presents a learning platform design for the special target group of domestic workers, such as gardeners or cleaners. The design is based on a requirements analysis with respect to this special target group, which we as well outline in this contribution.}},
  author       = {{Grimm, Valentin and Geiger, Laura and Rubart, Jessica and Faller, Gudrun}},
  booktitle    = {{DELFI 2022 : die 20. Fachtagung Bildungstechnologien der Gesellschaft für Informatik e.V., 12.-14. September 2022, Karlsruhe}},
  editor       = {{Henning, Peter A. and Striewe, Michael and Wölfel, Matthias}},
  isbn         = {{978-3-88579-716-6}},
  issn         = {{1617-5468}},
  keywords     = {{E-Learning, Minority Group, Gameful Design, Gamification}},
  location     = {{Karlsruhe, DE}},
  pages        = {{213--214}},
  publisher    = {{Gesellschaft für Informatik e.V.}},
  title        = {{{Requirements and Design of a Training System for Domestic Workers}}},
  doi          = {{10.18420/delfi2022-037}},
  volume       = {{P-322}},
  year         = {{2022}},
}

@misc{7578,
  abstract     = {{In recent years considerable research efforts have been made to provide evidence for a nexus be-tween game design elements in non-game contexts. Our research presents a new approach to bridge game design elements and educational theory: defining a set of motivational “patterns” used for peda-gogical purposes in university teaching scenarios. To this end, we will build upon preliminary empirical results from a research project called EMPAMOS®. It derived a set of motivational elements frequently used in social game designs. Our hypothesis is that these elements resemble on a structural level and are directly transferable to motivational factors in online education contexts. 
Focused on cooperative teaching and learning, we develop a curriculum to enable educators to im-plement motivational molecules from game design in their learning settings. The paper presents basic premises and a preliminary structure of the curriculum. By examining educational settings in terms of a “broken game”, we provide a new perspective on the prerequisites for learning at the university level.}},
  author       = {{Bröker, Thomas and Schmulius, Nina and Schmohl, Tobias and Dulisch, Fabian and Marquardt, Sabrina and Höllen, Max and Voit, Thomas and Zinger, Benjamin}},
  booktitle    = {{New Perspectives in Science Education}},
  keywords     = {{cooperative learning, gamification, motivation, train-the-trainer, curriculum}},
  location     = {{Florenz}},
  pages        = {{22--26}},
  publisher    = {{Libreriauniversitaria.it}},
  title        = {{{What Can Educators Learn from Social Game Design in University Online Teaching?}}},
  volume       = {{11}},
  year         = {{2022}},
}

@misc{8326,
  abstract     = {{Gamification is a widely used way of increasing motivation and fun in the use of systems that are not games. By outlining critical aspects in developing gamified systems, we adapted the modelling technique event storming in the context of a special case study where a gamified, collaborative platform was developed. For this purpose, the relationship of event storming and spatial hypertext has been worked out and an event storming extension has been introduced based on spatial hypertext principles. With respect to the case study and further insights in the academic context, we discuss how the emerging nature of event storming could benefit from a specialized spatial hypertext tool.}},
  author       = {{Grimm, Valentin and Rubart, Jessica}},
  booktitle    = {{Proceedings of the 4th international Workshop on Human Factors in Hypertext (HUMAN’21)}},
  editor       = {{Rubart, Jessica and Atzenbeck, Claus}},
  isbn         = {{978-1-4503-8560-2}},
  keywords     = {{Spatial Hypertext, Gamification, Event Storming, System Modeling, Collaborative Modeling, Gamified System}},
  location     = {{Virtual Event, Ireland}},
  pages        = {{3--10}},
  publisher    = {{ACM Press}},
  title        = {{{Modelling Gamified Systems with Event Storming Augmented by Spatial Hypertext}}},
  doi          = {{10.1145/3468143.3483927}},
  year         = {{2021}},
}

@inproceedings{4334,
  abstract     = {{This paper presents several conceptual approaches for improving user engagement and happiness in mass transport systems by effectively integrating principles of ambient and aesthetic intelligence. We introduce themed passenger carriages as constructed spaces with an overarching topic or narrative, designed to make commuting a meaningful and immersive experience. We examine the challenges for commuters and the existing solutions. Following which, we develop scenarios related to the fields of recreation, culture, education, business and entertainment. With an increasing interest of policy-makers in the concept of happiness as a socioeconomic measure for national wellbeing, we identify generic approaches for future research.}},
  author       = {{Rui, Ang Sheng and Plewe, Daniela Alina and Röcker, Carsten}},
  booktitle    = {{Proceedings of the International Conference on Applied Human Factors and Ergonomics 2015 }},
  issn         = {{2351-9789}},
  keywords     = {{Ambient intelligence, Aesthetic intelligence, Hedonic design, Transportation, User-centered design : Gamification}},
  location     = {{Las Vegas, Nevada, USA}},
  pages        = {{2103--2109}},
  publisher    = {{Elsevier}},
  title        = {{{Themed Passenger Cabins in Rapid Transit Systems: Promoting Commuters’ Happiness through Ambient and Aesthetic Intelligence}}},
  doi          = {{10.1016/j.promfg.2015.07.348}},
  volume       = {{3}},
  year         = {{2015}},
}

