[{"user_id":"83778","type":"conference_editor_article","doi":"10.48494/REALCORP2025.6032","_id":"13000","place":"Vienna","has_accepted_license":"1","publication_status":"published","series_title":"Proceedings of International Conference on Urban Development, Regional Planning and Information Society","quality_controlled":"1","publisher":"CORP - Competence Center of Urban and Regional Planning ","abstract":[{"lang":"eng","text":"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."}],"conference":{"start_date":"2025-04-14","end_date":"2025-04-16","location":"Graz","name":"30th International Conference on Urban Development, Regional Planning and Information Society"},"department":[{"_id":"DEP1055"}],"ddc":["910"],"editor":[{"full_name":"Schrenk, Manfred","first_name":"Manfred","last_name":"Schrenk"},{"first_name":"Tatiana","last_name":"Popovich","full_name":"Popovich, Tatiana"},{"first_name":"Peter","full_name":"Zeile, Peter","last_name":"Zeile"},{"last_name":"Elisei","full_name":"Elisei, Pietro","first_name":"Pietro"},{"last_name":"Beyer","first_name":"Clemens","full_name":"Beyer, Clemens"},{"first_name":"Judith","last_name":"Ryser","full_name":"Ryser, Judith"},{"last_name":"Trattnig","first_name":"Uwe","full_name":"Trattnig, Uwe"}],"date_updated":"2026-04-01T12:54:28Z","date_created":"2025-06-23T11:18:53Z","publication":"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 ","publication_identifier":{"eissn":["2521-3938"],"isbn":["978-3-9504945-4-9"]},"language":[{"iso":"eng"}],"keyword":["citizen","smart city","gamification","participation","communication"],"oa":"1","citation":{"ieee":"M. Licht, K. Albrecht, M. K. Ashmawy, M.-J. Scholten-Reintjes, U. Nether, and A. Häusler, <i>Gamification in the Smart City: Insights from Participation and Communication Processes</i>. Vienna: CORP - Competence Center of Urban and Regional Planning , 2025, pp. 553–564. doi: <a href=\"https://doi.org/10.48494/REALCORP2025.6032\">10.48494/REALCORP2025.6032</a>.","ama":"Licht M, Albrecht K, Ashmawy MK, Scholten-Reintjes MJ, Nether U, Häusler A. <i>Gamification in the Smart City: Insights from Participation and Communication Processes</i>. (Schrenk M, Popovich T, Zeile P, et al., eds.). CORP - Competence Center of Urban and Regional Planning ; 2025:553-564. doi:<a href=\"https://doi.org/10.48494/REALCORP2025.6032\">10.48494/REALCORP2025.6032</a>","chicago-de":"Licht, Mareile, Kyra Albrecht, Mohamed Khaled Ashmawy, Marie-Joelle Scholten-Reintjes, Ulrich Nether und Axel Häusler. 2025. <i>Gamification in the Smart City: Insights from Participation and Communication Processes</i>. Hg. von Manfred Schrenk, Tatiana Popovich, Peter Zeile, Pietro Elisei, Clemens Beyer, Judith Ryser, und Uwe Trattnig. <i>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 </i>. Proceedings of International Conference on Urban Development, Regional Planning and Information Society. Vienna: CORP - Competence Center of Urban and Regional Planning . doi:<a href=\"https://doi.org/10.48494/REALCORP2025.6032\">10.48494/REALCORP2025.6032</a>, .","din1505-2-1":"<span style=\"font-variant:small-caps;\">Licht, Mareile</span> ; <span style=\"font-variant:small-caps;\">Albrecht, Kyra</span> ; <span style=\"font-variant:small-caps;\">Ashmawy, Mohamed Khaled</span> ; <span style=\"font-variant:small-caps;\">Scholten-Reintjes, Marie-Joelle</span> ; <span style=\"font-variant:small-caps;\">Nether, Ulrich</span> ; <span style=\"font-variant:small-caps;\">Häusler, Axel</span> ; <span style=\"font-variant:small-caps;\">Schrenk, M.</span> ; <span style=\"font-variant:small-caps;\">Popovich, T.</span> ; <span style=\"font-variant:small-caps;\">Zeile, P.</span> ; <span style=\"font-variant:small-caps;\">Elisei, P.</span> ; <span style=\"font-variant:small-caps;\">Beyer, C.</span> ; <span style=\"font-variant:small-caps;\">Ryser, J.</span> ; <span style=\"font-variant:small-caps;\">Trattnig, U.</span> (Hrsg.): <i>Gamification in the Smart City: Insights from Participation and Communication Processes</i>, <i>Proceedings of International Conference on Urban Development, Regional Planning and Information Society</i>. Vienna : CORP - Competence Center of Urban and Regional Planning , 2025","short":"M. Licht, K. Albrecht, M.K. Ashmawy, M.-J. Scholten-Reintjes, U. Nether, A. Häusler, Gamification in the Smart City: Insights from Participation and Communication Processes, CORP - Competence Center of Urban and Regional Planning , Vienna, 2025.","chicago":"Licht, Mareile, Kyra Albrecht, Mohamed Khaled Ashmawy, Marie-Joelle Scholten-Reintjes, Ulrich Nether, and Axel Häusler. <i>Gamification in the Smart City: Insights from Participation and Communication Processes</i>. Edited by Manfred Schrenk, Tatiana Popovich, Peter Zeile, Pietro Elisei, Clemens Beyer, Judith Ryser, and Uwe Trattnig. <i>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 </i>. Proceedings of International Conference on Urban Development, Regional Planning and Information Society. Vienna: CORP - Competence Center of Urban and Regional Planning , 2025. <a href=\"https://doi.org/10.48494/REALCORP2025.6032\">https://doi.org/10.48494/REALCORP2025.6032</a>.","apa":"Licht, M., Albrecht, K., Ashmawy, M. K., Scholten-Reintjes, M.-J., Nether, U., &#38; Häusler, A. (2025). Gamification in the Smart City: Insights from Participation and Communication Processes. In M. Schrenk, T. Popovich, P. Zeile, P. Elisei, C. Beyer, J. Ryser, &#38; U. Trattnig (Eds.), <i>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 </i> (pp. 553–564). CORP - Competence Center of Urban and Regional Planning . <a href=\"https://doi.org/10.48494/REALCORP2025.6032\">https://doi.org/10.48494/REALCORP2025.6032</a>","bjps":"<b>Licht M <i>et al.</i></b> (2025) <i>Gamification in the Smart City: Insights from Participation and Communication Processes</i>, Schrenk M et al. (eds). Vienna: CORP - Competence Center of Urban and Regional Planning .","havard":"M. Licht, K. Albrecht, M.K. Ashmawy, M.-J. Scholten-Reintjes, U. Nether, A. Häusler, Gamification in the Smart City: Insights from Participation and Communication Processes, CORP - Competence Center of Urban and Regional Planning , Vienna, 2025.","mla":"Licht, Mareile, et al. “Gamification in the Smart City: Insights from Participation and Communication Processes.” <i>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 </i>, edited by Manfred Schrenk et al., CORP - Competence Center of Urban and Regional Planning , 2025, pp. 553–64, <a href=\"https://doi.org/10.48494/REALCORP2025.6032\">https://doi.org/10.48494/REALCORP2025.6032</a>.","ufg":"<b>Licht, Mareile u. a.</b>: Gamification in the Smart City: Insights from Participation and Communication Processes, hg. von Schrenk, Manfred u. a., Vienna 2025 (Proceedings of International Conference on Urban Development, Regional Planning and Information Society).","van":"Licht M, Albrecht K, Ashmawy MK, Scholten-Reintjes MJ, Nether U, Häusler A. Gamification in the Smart City: Insights from Participation and Communication Processes. Schrenk M, Popovich T, Zeile P, Elisei P, Beyer C, Ryser J, et al., editors. 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 . Vienna: CORP - Competence Center of Urban and Regional Planning ; 2025. (Proceedings of International Conference on Urban Development, Regional Planning and Information Society)."},"title":"Gamification in the Smart City: Insights from Participation and Communication Processes","page":"553-564","status":"public","main_file_link":[{"url":"https://www.researchgate.net/publication/392923707_Gamification_in_the_Smart_City_Insights_from_Participation_and_Communication_Processes","open_access":"1"}],"author":[{"first_name":"Mareile","last_name":"Licht","id":"83590","full_name":"Licht, Mareile","orcid":"0009-0001-2892-6767"},{"id":"76999","first_name":"Kyra","full_name":"Albrecht, Kyra","last_name":"Albrecht"},{"full_name":"Ashmawy, Mohamed Khaled","id":"81286","last_name":"Ashmawy","first_name":"Mohamed Khaled"},{"first_name":"Marie-Joelle","id":"85569","full_name":"Scholten-Reintjes, Marie-Joelle","last_name":"Scholten-Reintjes"},{"full_name":"Nether, Ulrich","first_name":"Ulrich","last_name":"Nether","id":"27292","orcid":"https://orcid.org/0000-0003-4877-1691"},{"first_name":"Axel","id":"61520","last_name":"Häusler","full_name":"Häusler, Axel","orcid":"0009-0001-8565-8199"}],"year":"2025"},{"place":"New York, NY","_id":"13301","doi":"10.1080/10447318.2025.2578390","user_id":"83781","intvolume":"        41","type":"scientific_journal_article","publisher":"Taylor & Francis","department":[{"_id":"DEP5023"}],"abstract":[{"text":"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.","lang":"eng"}],"publication_status":"published","keyword":["Gamification","manufacturing","inclusivity : human-centered systems : literature review"],"language":[{"iso":"eng"}],"date_updated":"2025-11-24T07:58:41Z","publication":"International Journal of Human–Computer Interaction","publication_identifier":{"eissn":["1532-7590"],"issn":["1044-7318"]},"date_created":"2025-11-13T17:22:55Z","status":"public","page":"1-28","author":[{"id":"79005","full_name":"Mordaschew, Viktoria","last_name":"Mordaschew","first_name":"Viktoria"},{"full_name":"Latos, Benedikt","last_name":"Latos","id":"84474","first_name":"Benedikt"},{"last_name":"Rubart","full_name":"Rubart, Jessica","id":"45672","first_name":"Jessica"},{"id":"61525","first_name":"Carsten","last_name":"Röcker","full_name":"Röcker, Carsten"}],"year":"2025","volume":41,"citation":{"bjps":"<b>Mordaschew V <i>et al.</i></b> (2025) User-Centered Gamification in Manufacturing: A Systematic Literature Review. <i>International Journal of Human–Computer Interaction</i> <b>41</b>, 1–28.","mla":"Mordaschew, Viktoria, et al. “User-Centered Gamification in Manufacturing: A Systematic Literature Review.” <i>International Journal of Human–Computer Interaction</i>, vol. 41, 2025, pp. 1–28, <a href=\"https://doi.org/10.1080/10447318.2025.2578390\">https://doi.org/10.1080/10447318.2025.2578390</a>.","havard":"V. Mordaschew, B. Latos, J. Rubart, C. Röcker, User-Centered Gamification in Manufacturing: A Systematic Literature Review, International Journal of Human–Computer Interaction. 41 (2025) 1–28.","ufg":"<b>Mordaschew, Viktoria u. a.</b>: User-Centered Gamification in Manufacturing: A Systematic Literature Review, in: <i>International Journal of Human–Computer Interaction</i> 41 (2025),  S. 1–28.","van":"Mordaschew V, Latos B, Rubart J, Röcker C. User-Centered Gamification in Manufacturing: A Systematic Literature Review. International Journal of Human–Computer Interaction. 2025;41:1–28.","chicago":"Mordaschew, Viktoria, Benedikt Latos, Jessica Rubart, and Carsten Röcker. “User-Centered Gamification in Manufacturing: A Systematic Literature Review.” <i>International Journal of Human–Computer Interaction</i> 41 (2025): 1–28. <a href=\"https://doi.org/10.1080/10447318.2025.2578390\">https://doi.org/10.1080/10447318.2025.2578390</a>.","apa":"Mordaschew, V., Latos, B., Rubart, J., &#38; Röcker, C. (2025). User-Centered Gamification in Manufacturing: A Systematic Literature Review. <i>International Journal of Human–Computer Interaction</i>, <i>41</i>, 1–28. <a href=\"https://doi.org/10.1080/10447318.2025.2578390\">https://doi.org/10.1080/10447318.2025.2578390</a>","din1505-2-1":"<span style=\"font-variant:small-caps;\">Mordaschew, Viktoria</span> ; <span style=\"font-variant:small-caps;\">Latos, Benedikt</span> ; <span style=\"font-variant:small-caps;\">Rubart, Jessica</span> ; <span style=\"font-variant:small-caps;\">Röcker, Carsten</span>: User-Centered Gamification in Manufacturing: A Systematic Literature Review. In: <i>International Journal of Human–Computer Interaction</i> Bd. 41. New York, NY, Taylor &#38; Francis (2025), S. 1–28","chicago-de":"Mordaschew, Viktoria, Benedikt Latos, Jessica Rubart und Carsten Röcker. 2025. User-Centered Gamification in Manufacturing: A Systematic Literature Review. <i>International Journal of Human–Computer Interaction</i> 41: 1–28. doi:<a href=\"https://doi.org/10.1080/10447318.2025.2578390\">10.1080/10447318.2025.2578390</a>, .","short":"V. Mordaschew, B. Latos, J. Rubart, C. Röcker, International Journal of Human–Computer Interaction 41 (2025) 1–28.","ama":"Mordaschew V, Latos B, Rubart J, Röcker C. User-Centered Gamification in Manufacturing: A Systematic Literature Review. <i>International Journal of Human–Computer Interaction</i>. 2025;41:1-28. doi:<a href=\"https://doi.org/10.1080/10447318.2025.2578390\">10.1080/10447318.2025.2578390</a>","ieee":"V. Mordaschew, B. Latos, J. Rubart, and C. Röcker, “User-Centered Gamification in Manufacturing: A Systematic Literature Review,” <i>International Journal of Human–Computer Interaction</i>, vol. 41, pp. 1–28, 2025, doi: <a href=\"https://doi.org/10.1080/10447318.2025.2578390\">10.1080/10447318.2025.2578390</a>."},"title":"User-Centered Gamification in Manufacturing: A Systematic Literature Review"},{"user_id":"83781","date_updated":"2024-03-11T15:47:31Z","file_date_updated":"2024-03-11T10:12:14Z","date_created":"2024-03-11T10:16:28Z","type":"conference_poster","project":[{"_id":"B310B790-4885-11ED-9E30-F31A6A372BCF","name":"EnOB: passPART2 "}],"keyword":["Gamification","KI","Raumwärmemanagement","Energieeinsparmaßnahmen","Feldstudie","Bestandbau"],"language":[{"iso":"ger"}],"_id":"11208","oa":"1","has_accepted_license":"1","citation":{"chicago-de":"González, María, Susanne Schwickert und Karin Schakib-Ekbatan. 2024. <i>EnOB passPART2 - Gamification vs. intelligentes Raumwärmemanagement</i>.","din1505-2-1":"<span style=\"font-variant:small-caps;\">González, María</span> ; <span style=\"font-variant:small-caps;\">Schwickert, Susanne</span> ; <span style=\"font-variant:small-caps;\">Schakib-Ekbatan, Karin</span>: <i>EnOB passPART2 - Gamification vs. intelligentes Raumwärmemanagement</i>, 2024","short":"M. González, S. Schwickert, K. Schakib-Ekbatan, EnOB passPART2 - Gamification vs. intelligentes Raumwärmemanagement, 2024.","chicago":"González, María, Susanne Schwickert, and Karin Schakib-Ekbatan. <i>EnOB passPART2 - Gamification vs. intelligentes Raumwärmemanagement</i>, 2024.","apa":"González, M., Schwickert, S., &#38; Schakib-Ekbatan, K. (2024). <i>EnOB passPART2 - Gamification vs. intelligentes Raumwärmemanagement</i>. 4. Kongress Energiewendebauen, Frankfurt.","mla":"González, María, et al. <i>EnOB passPART2 - Gamification vs. intelligentes Raumwärmemanagement</i>. 2024.","bjps":"<b>González M, Schwickert S and Schakib-Ekbatan K</b> (2024) <i>EnOB passPART2 - Gamification vs. intelligentes Raumwärmemanagement</i>. .","havard":"M. González, S. Schwickert, K. Schakib-Ekbatan, EnOB passPART2 - Gamification vs. intelligentes Raumwärmemanagement, 2024.","ufg":"<b>González, María/Schwickert, Susanne/Schakib-Ekbatan, Karin</b>: EnOB passPART2 - Gamification vs. intelligentes Raumwärmemanagement, o. O. 2024.","van":"González M, Schwickert S, Schakib-Ekbatan K. EnOB passPART2 - Gamification vs. intelligentes Raumwärmemanagement. 2024.","ieee":"M. González, S. Schwickert, and K. Schakib-Ekbatan, <i>EnOB passPART2 - Gamification vs. intelligentes Raumwärmemanagement</i>. 2024.","ama":"González M, Schwickert S, Schakib-Ekbatan K. <i>EnOB passPART2 - Gamification vs. intelligentes Raumwärmemanagement</i>.; 2024."},"publication_status":"published","file":[{"file_id":"11209","file_size":841108,"file_name":"Poster Light + Building_passPART2.pdf","content_type":"application/pdf","date_created":"2024-03-11T10:12:14Z","relation":"main_file","creator":"p9a-zuu","date_updated":"2024-03-11T10:12:14Z","access_level":"open_access","success":1}],"title":"EnOB passPART2 - Gamification vs. intelligentes Raumwärmemanagement","status":"public","ddc":["690"],"year":"2024","author":[{"first_name":"María","full_name":"González, María","id":"76759","last_name":"González"},{"first_name":"Susanne","id":"27269","last_name":"Schwickert","full_name":"Schwickert, Susanne"},{"first_name":"Karin","full_name":"Schakib-Ekbatan, Karin","last_name":"Schakib-Ekbatan"}],"conference":{"location":"Frankfurt","name":"4. Kongress Energiewendebauen","end_date":"2024-03-07","start_date":"2024-03-06"},"department":[{"_id":"DEP1022"}]},{"_id":"11210","keyword":["Gamification","KI","Raumwärmemanagement","Energieeinsparmaßnahmen","Feldstudie","Bestandbau"],"language":[{"iso":"ger"}],"user_id":"83781","date_updated":"2024-03-11T14:38:35Z","project":[{"_id":"B310B790-4885-11ED-9E30-F31A6A372BCF","name":"EnOB: passPART2 "}],"date_created":"2024-03-11T12:15:00Z","type":"conference_speech","status":"public","abstract":[{"lang":"eng","text":"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."}],"year":"2024","author":[{"last_name":"González","full_name":"González, María","id":"76759","first_name":"María"},{"id":"27269","first_name":"Susanne","last_name":"Schwickert","full_name":"Schwickert, Susanne"},{"full_name":"Schakib-Ekbatan, Karin","first_name":"Karin","last_name":"Schakib-Ekbatan"},{"first_name":"Thekla ","full_name":"Reis, Thekla ","last_name":"Reis"}],"department":[{"_id":"DEP1022"}],"conference":{"location":"Frankfurt","name":"4. Kongress Energiewendebauen","start_date":"2024-03-06","end_date":"2024-03-07"},"citation":{"short":"M. González, S. Schwickert, K. Schakib-Ekbatan, T. Reis, Gamification vs. KI - Was macht das Rennen?, 2024.","din1505-2-1":"<span style=\"font-variant:small-caps;\">González, María</span> ; <span style=\"font-variant:small-caps;\">Schwickert, Susanne</span> ; <span style=\"font-variant:small-caps;\">Schakib-Ekbatan, Karin</span> ; <span style=\"font-variant:small-caps;\">Reis, Thekla </span>: <i>Gamification vs. KI - Was macht das Rennen?</i>, 2024","chicago-de":"González, María, Susanne Schwickert, Karin Schakib-Ekbatan und Thekla  Reis. 2024. <i>Gamification vs. KI - Was macht das Rennen?</i>","apa":"González, M., Schwickert, S., Schakib-Ekbatan, K., &#38; Reis, T. (2024). <i>Gamification vs. KI - Was macht das Rennen?</i> 4. Kongress Energiewendebauen, Frankfurt.","chicago":"González, María, Susanne Schwickert, Karin Schakib-Ekbatan, and Thekla  Reis. <i>Gamification vs. KI - Was macht das Rennen?</i>, 2024.","van":"González M, Schwickert S, Schakib-Ekbatan K, Reis T. Gamification vs. KI - Was macht das Rennen? 2024.","ufg":"<b>González, María u. a.</b>: Gamification vs. KI - Was macht das Rennen?, o. O. 2024.","mla":"González, María, et al. <i>Gamification vs. KI - Was macht das Rennen?</i> 2024.","havard":"M. González, S. Schwickert, K. Schakib-Ekbatan, T. Reis, Gamification vs. KI - Was macht das Rennen?, 2024.","bjps":"<b>González M <i>et al.</i></b> (2024) <i>Gamification vs. KI - Was macht das Rennen?</i> .","ieee":"M. González, S. Schwickert, K. Schakib-Ekbatan, and T. Reis, <i>Gamification vs. KI - Was macht das Rennen?</i> 2024.","ama":"González M, Schwickert S, Schakib-Ekbatan K, Reis T. <i>Gamification vs. KI - Was macht das Rennen?</i>; 2024."},"publication_status":"published","title":"Gamification vs. KI - Was macht das Rennen?"},{"year":"2022","author":[{"last_name":"Grimm","first_name":"Valentin","id":"74000","full_name":"Grimm, Valentin"},{"first_name":"Laura","last_name":"Geiger","full_name":"Geiger, Laura"},{"full_name":"Rubart, Jessica","id":"45672","first_name":"Jessica","last_name":"Rubart"},{"last_name":"Faller","first_name":"Gudrun","full_name":"Faller, Gudrun"}],"main_file_link":[{"url":"https://dl.gi.de/handle/20.500.12116/38838"}],"status":"public","page":"213-214","title":"Requirements and Design of a Training System for Domestic Workers","citation":{"chicago":"Grimm, Valentin, Laura Geiger, Jessica Rubart, and Gudrun Faller. <i>Requirements and Design of a Training System for Domestic Workers</i>. Edited by Peter A. Henning, Michael Striewe, Matthias Wölfel, and Gesellschaft für Informatik . <i>DELFI 2022 : Die 20. Fachtagung Bildungstechnologien Der Gesellschaft Für Informatik e.V., 12.-14. September 2022, Karlsruhe</i>. Vol. P-322. GI-Edition : Lecture Notes in Informatics. Proceedings . Bonn: Gesellschaft für Informatik e.V., 2022. <a href=\"https://doi.org/10.18420/delfi2022-037\">https://doi.org/10.18420/delfi2022-037</a>.","apa":"Grimm, V., Geiger, L., Rubart, J., &#38; Faller, G. (2022). Requirements and Design of a Training System for Domestic Workers. In P. A. Henning, M. Striewe, M. Wölfel, &#38; Gesellschaft für Informatik  (Eds.), <i>DELFI 2022 : die 20. Fachtagung Bildungstechnologien der Gesellschaft für Informatik e.V., 12.-14. September 2022, Karlsruhe: Vol. P-322</i> (pp. 213–214). Gesellschaft für Informatik e.V. <a href=\"https://doi.org/10.18420/delfi2022-037\">https://doi.org/10.18420/delfi2022-037</a>","ufg":"<b>Grimm, Valentin u. a.</b>: Requirements and Design of a Training System for Domestic Workers, Bd. P-322, hg. von Henning, Peter A. u. a., Bonn 2022 (GI-Edition : lecture notes in informatics. Proceedings ).","bjps":"<b>Grimm V <i>et al.</i></b> (2022) <i>Requirements and Design of a Training System for Domestic Workers</i>, Henning PA et al. (eds). Bonn: Gesellschaft für Informatik e.V.","mla":"Grimm, Valentin, et al. “Requirements and Design of a Training System for Domestic Workers.” <i>DELFI 2022 : Die 20. Fachtagung Bildungstechnologien Der Gesellschaft Für Informatik e.V., 12.-14. September 2022, Karlsruhe</i>, edited by Peter A. Henning et al., vol. P-322, Gesellschaft für Informatik e.V., 2022, pp. 213–14, <a href=\"https://doi.org/10.18420/delfi2022-037\">https://doi.org/10.18420/delfi2022-037</a>.","havard":"V. Grimm, L. Geiger, J. Rubart, G. Faller, Requirements and Design of a Training System for Domestic Workers, Gesellschaft für Informatik e.V., Bonn, 2022.","van":"Grimm V, Geiger L, Rubart J, Faller G. Requirements and Design of a Training System for Domestic Workers. Henning PA, Striewe M, Wölfel M, Gesellschaft für Informatik , editors. DELFI 2022 : die 20. Fachtagung Bildungstechnologien der Gesellschaft für Informatik e.V., 12.-14. September 2022, Karlsruhe. Bonn: Gesellschaft für Informatik e.V.; 2022. (GI-Edition : lecture notes in informatics. Proceedings ; vol. P-322).","chicago-de":"Grimm, Valentin, Laura Geiger, Jessica Rubart und Gudrun Faller. 2022. <i>Requirements and Design of a Training System for Domestic Workers</i>. Hg. von Peter A. Henning, Michael Striewe, Matthias Wölfel, und Gesellschaft für Informatik . <i>DELFI 2022 : die 20. Fachtagung Bildungstechnologien der Gesellschaft für Informatik e.V., 12.-14. September 2022, Karlsruhe</i>. Bd. P-322. GI-Edition : lecture notes in informatics. Proceedings . Bonn: Gesellschaft für Informatik e.V. doi:<a href=\"https://doi.org/10.18420/delfi2022-037\">10.18420/delfi2022-037</a>, .","din1505-2-1":"<span style=\"font-variant:small-caps;\">Grimm, Valentin</span> ; <span style=\"font-variant:small-caps;\">Geiger, Laura</span> ; <span style=\"font-variant:small-caps;\">Rubart, Jessica</span> ; <span style=\"font-variant:small-caps;\">Faller, Gudrun</span> ; <span style=\"font-variant:small-caps;\">Henning, P. A.</span> ; <span style=\"font-variant:small-caps;\">Striewe, M.</span> ; <span style=\"font-variant:small-caps;\">Wölfel, M.</span> ; <span style=\"font-variant:small-caps;\">Gesellschaft für Informatik </span> (Hrsg.): <i>Requirements and Design of a Training System for Domestic Workers</i>, <i>GI-Edition : lecture notes in informatics. Proceedings </i>. Bd. P-322. Bonn : Gesellschaft für Informatik e.V., 2022","short":"V. Grimm, L. Geiger, J. Rubart, G. Faller, Requirements and Design of a Training System for Domestic Workers, Gesellschaft für Informatik e.V., Bonn, 2022.","ieee":"V. Grimm, L. Geiger, J. Rubart, and G. Faller, <i>Requirements and Design of a Training System for Domestic Workers</i>, vol. P-322. Bonn: Gesellschaft für Informatik e.V., 2022, pp. 213–214. doi: <a href=\"https://doi.org/10.18420/delfi2022-037\">10.18420/delfi2022-037</a>.","ama":"Grimm V, Geiger L, Rubart J, Faller G. <i>Requirements and Design of a Training System for Domestic Workers</i>. Vol P-322. (Henning PA, Striewe M, Wölfel M, Gesellschaft für Informatik , eds.). Gesellschaft für Informatik e.V.; 2022:213-214. doi:<a href=\"https://doi.org/10.18420/delfi2022-037\">10.18420/delfi2022-037</a>"},"volume":"P-322","keyword":["E-Learning","Minority Group","Gameful Design","Gamification"],"language":[{"iso":"eng"}],"publication_identifier":{"issn":["1617-5468"],"isbn":["978-3-88579-716-6"]},"publication":"DELFI 2022 : die 20. Fachtagung Bildungstechnologien der Gesellschaft für Informatik e.V., 12.-14. September 2022, Karlsruhe","date_created":"2022-11-08T14:38:12Z","date_updated":"2024-08-02T09:19:02Z","corporate_editor":["Gesellschaft für Informatik "],"editor":[{"first_name":"Peter A.","full_name":"Henning, Peter A.","last_name":"Henning"},{"full_name":"Striewe, Michael","last_name":"Striewe","first_name":"Michael"},{"full_name":"Wölfel, Matthias","last_name":"Wölfel","first_name":"Matthias"}],"department":[{"_id":"DEP8008"},{"_id":"DEP8000"}],"conference":{"end_date":"2022-09-14","start_date":"2022-09-12","location":"Karlsruhe, DE","name":"20. Fachtagung Bildungstechnologien der Gesellschaft für Informatik e.V. (DELFI)"},"abstract":[{"text":"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.","lang":"eng"}],"publisher":"Gesellschaft für Informatik e.V.","quality_controlled":"1","series_title":"GI-Edition : lecture notes in informatics. Proceedings ","publication_status":"published","place":"Bonn","_id":"9161","doi":"10.18420/delfi2022-037","type":"conference_editor_article","user_id":"83781"},{"date_updated":"2024-08-12T08:07:32Z","date_created":"2022-04-14T10:58:17Z","publication":"New Perspectives in Science Education","language":[{"iso":"eng"}],"keyword":["cooperative learning","gamification","motivation","train-the-trainer","curriculum"],"oa":"1","citation":{"ieee":"T. Bröker <i>et al.</i>, <i>What Can Educators Learn from Social Game Design in University Online Teaching?</i>, vol. 11. Bologna: Libreriauniversitaria.it, 2022, pp. 22–26.","ama":"Bröker T, Schmulius N, Schmohl T, et al. <i>What Can Educators Learn from Social Game Design in University Online Teaching?</i> Vol 11. Libreriauniversitaria.it; 2022:22-26.","short":"T. Bröker, N. Schmulius, T. Schmohl, F. Dulisch, S. Marquardt, M. Höllen, T. Voit, B. Zinger, What Can Educators Learn from Social Game Design in University Online Teaching?, Libreriauniversitaria.it, Bologna, 2022.","chicago-de":"Bröker, Thomas, Nina Schmulius, Tobias Schmohl, Fabian Dulisch, Sabrina Marquardt, Max Höllen, Thomas Voit und Benjamin Zinger. 2022. <i>What Can Educators Learn from Social Game Design in University Online Teaching?</i> <i>New Perspectives in Science Education</i>. Bd. 11. New Perspectives in Science Education. Bologna: Libreriauniversitaria.it.","din1505-2-1":"<span style=\"font-variant:small-caps;\">Bröker, Thomas</span> ; <span style=\"font-variant:small-caps;\">Schmulius, Nina</span> ; <span style=\"font-variant:small-caps;\">Schmohl, Tobias</span> ; <span style=\"font-variant:small-caps;\">Dulisch, Fabian</span> ; <span style=\"font-variant:small-caps;\">Marquardt, Sabrina</span> ; <span style=\"font-variant:small-caps;\">Höllen, Max</span> ; <span style=\"font-variant:small-caps;\">Voit, Thomas</span> ; <span style=\"font-variant:small-caps;\">Zinger, Benjamin</span>: <i>What Can Educators Learn from Social Game Design in University Online Teaching?</i>, <i>New Perspectives in Science Education</i>. Bd. 11. Bologna : Libreriauniversitaria.it, 2022","apa":"Bröker, T., Schmulius, N., Schmohl, T., Dulisch, F., Marquardt, S., Höllen, M., Voit, T., &#38; Zinger, B. (2022). What Can Educators Learn from Social Game Design in University Online Teaching? In <i>New Perspectives in Science Education</i> (Vol. 11, pp. 22–26). Libreriauniversitaria.it.","chicago":"Bröker, Thomas, Nina Schmulius, Tobias Schmohl, Fabian Dulisch, Sabrina Marquardt, Max Höllen, Thomas Voit, and Benjamin Zinger. <i>What Can Educators Learn from Social Game Design in University Online Teaching?</i> <i>New Perspectives in Science Education</i>. Vol. 11. New Perspectives in Science Education. Bologna: Libreriauniversitaria.it, 2022.","van":"Bröker T, Schmulius N, Schmohl T, Dulisch F, Marquardt S, Höllen M, et al. What Can Educators Learn from Social Game Design in University Online Teaching? New Perspectives in Science Education. Bologna: Libreriauniversitaria.it; 2022. (New Perspectives in Science Education; vol. 11).","bjps":"<b>Bröker T <i>et al.</i></b> (2022) <i>What Can Educators Learn from Social Game Design in University Online Teaching?</i> Bologna: Libreriauniversitaria.it.","havard":"T. Bröker, N. Schmulius, T. Schmohl, F. Dulisch, S. Marquardt, M. Höllen, T. Voit, B. Zinger, What Can Educators Learn from Social Game Design in University Online Teaching?, Libreriauniversitaria.it, Bologna, 2022.","mla":"Bröker, Thomas, et al. “What Can Educators Learn from Social Game Design in University Online Teaching?” <i>New Perspectives in Science Education</i>, vol. 11, Libreriauniversitaria.it, 2022, pp. 22–26.","ufg":"<b>Bröker, Thomas u. a.</b>: What Can Educators Learn from Social Game Design in University Online Teaching?, Bd. 11, Bologna 2022 (New Perspectives in Science Education)."},"volume":11,"title":"What Can Educators Learn from Social Game Design in University Online Teaching?","page":"22-26","status":"public","year":"2022","main_file_link":[{"url":"https://conference.pixel-online.net/NPSE/files/npse/ed0011/FP/6790-CDEV5427-FP-NPSE11.pdf","open_access":"1"}],"author":[{"last_name":"Bröker","full_name":"Bröker, Thomas","first_name":"Thomas"},{"first_name":"Nina","full_name":"Schmulius, Nina","id":"81110","last_name":"Schmulius"},{"first_name":"Tobias","last_name":"Schmohl","full_name":"Schmohl, Tobias","id":"71782","orcid":"https://orcid.org/0000-0002-7043-5582"},{"full_name":"Dulisch, Fabian","last_name":"Dulisch","first_name":"Fabian"},{"last_name":"Marquardt","first_name":"Sabrina","id":"81111","full_name":"Marquardt, Sabrina"},{"first_name":"Max","last_name":"Höllen","full_name":"Höllen, Max"},{"first_name":"Thomas","last_name":"Voit","full_name":"Voit, Thomas"},{"first_name":"Benjamin","full_name":"Zinger, Benjamin","last_name":"Zinger"}],"user_id":"83781","intvolume":"        11","type":"conference_editor_article","place":"Bologna","_id":"7578","publication_status":"published","series_title":"New Perspectives in Science Education","quality_controlled":"1","publisher":"Libreriauniversitaria.it","conference":{"location":"Florenz","name":"11th International Conference New Perspectives in Science Education","end_date":"2022-03-18","start_date":"2022-03-17"},"department":[{"_id":"DEP2000"},{"_id":"DEP1200"}],"abstract":[{"text":"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. \r\nFocused 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.","lang":"eng"}]},{"citation":{"bjps":"<b>Grimm V and Rubart J</b> (2021) <i>Modelling Gamified Systems with Event Storming Augmented by Spatial Hypertext</i>, Rubart J and Atzenbeck C (eds). ACM Press.","havard":"V. Grimm, J. Rubart, Modelling Gamified Systems with Event Storming Augmented by Spatial Hypertext, ACM Press, 2021.","mla":"Grimm, Valentin, and Jessica Rubart. “Modelling Gamified Systems with Event Storming Augmented by Spatial Hypertext.” <i>Proceedings of the 4th International Workshop on Human Factors in Hypertext (HUMAN’21)</i>, edited by Jessica Rubart and Claus Atzenbeck, ACM Press, 2021, pp. 3–10, <a href=\"https://doi.org/10.1145/3468143.3483927\">https://doi.org/10.1145/3468143.3483927</a>.","ufg":"<b>Grimm, Valentin/Rubart, Jessica</b>: Modelling Gamified Systems with Event Storming Augmented by Spatial Hypertext, hg. von Rubart, Jessica/Atzenbeck, Claus, o. O. 2021.","ama":"Grimm V, Rubart J. <i>Modelling Gamified Systems with Event Storming Augmented by Spatial Hypertext</i>. (Rubart J, Atzenbeck C, eds.). ACM Press; 2021:3-10. doi:<a href=\"https://doi.org/10.1145/3468143.3483927\">10.1145/3468143.3483927</a>","van":"Grimm V, Rubart J. Modelling Gamified Systems with Event Storming Augmented by Spatial Hypertext. Rubart J, Atzenbeck C, editors. Proceedings of the 4th international Workshop on Human Factors in Hypertext (HUMAN’21). ACM Press; 2021.","chicago":"Grimm, Valentin, and Jessica Rubart. <i>Modelling Gamified Systems with Event Storming Augmented by Spatial Hypertext</i>. Edited by Jessica Rubart and Claus Atzenbeck. <i>Proceedings of the 4th International Workshop on Human Factors in Hypertext (HUMAN’21)</i>. ACM Press, 2021. <a href=\"https://doi.org/10.1145/3468143.3483927\">https://doi.org/10.1145/3468143.3483927</a>.","ieee":"V. Grimm and J. Rubart, <i>Modelling Gamified Systems with Event Storming Augmented by Spatial Hypertext</i>. ACM Press, 2021, pp. 3–10. doi: <a href=\"https://doi.org/10.1145/3468143.3483927\">10.1145/3468143.3483927</a>.","apa":"Grimm, V., &#38; Rubart, J. (2021). Modelling Gamified Systems with Event Storming Augmented by Spatial Hypertext. In J. Rubart &#38; C. Atzenbeck (Eds.), <i>Proceedings of the 4th international Workshop on Human Factors in Hypertext (HUMAN’21)</i> (pp. 3–10). ACM Press. <a href=\"https://doi.org/10.1145/3468143.3483927\">https://doi.org/10.1145/3468143.3483927</a>","chicago-de":"Grimm, Valentin und Jessica Rubart. 2021. <i>Modelling Gamified Systems with Event Storming Augmented by Spatial Hypertext</i>. Hg. von Jessica Rubart und Claus Atzenbeck. <i>Proceedings of the 4th international Workshop on Human Factors in Hypertext (HUMAN’21)</i>. ACM Press. doi:<a href=\"https://doi.org/10.1145/3468143.3483927\">10.1145/3468143.3483927</a>, .","din1505-2-1":"<span style=\"font-variant:small-caps;\">Grimm, Valentin</span> ; <span style=\"font-variant:small-caps;\">Rubart, Jessica</span> ; <span style=\"font-variant:small-caps;\">Rubart, J.</span> ; <span style=\"font-variant:small-caps;\">Atzenbeck, C.</span> (Hrsg.): <i>Modelling Gamified Systems with Event Storming Augmented by Spatial Hypertext</i> : ACM Press, 2021","short":"V. Grimm, J. Rubart, Modelling Gamified Systems with Event Storming Augmented by Spatial Hypertext, ACM Press, 2021."},"title":"Modelling Gamified Systems with Event Storming Augmented by Spatial Hypertext","page":"3-10","status":"public","external_id":{"isi":["001345025900002"]},"main_file_link":[{"url":"https://dl.acm.org/doi/10.1145/3468143.3483927"}],"year":"2021","author":[{"full_name":"Grimm, Valentin","id":"74000","last_name":"Grimm","first_name":"Valentin"},{"full_name":"Rubart, Jessica","first_name":"Jessica","last_name":"Rubart","id":"45672"}],"editor":[{"last_name":"Rubart","id":"45672","full_name":"Rubart, Jessica","first_name":"Jessica"},{"last_name":"Atzenbeck","full_name":"Atzenbeck, Claus","first_name":"Claus"}],"date_updated":"2025-06-26T13:23:09Z","date_created":"2022-05-31T09:21:00Z","publication":"Proceedings of the 4th international Workshop on Human Factors in Hypertext (HUMAN’21)","publication_identifier":{"isbn":["978-1-4503-8560-2"]},"language":[{"iso":"eng"}],"keyword":["Spatial Hypertext","Gamification","Event Storming","System Modeling","Collaborative Modeling","Gamified System"],"publication_status":"published","isi":"1","quality_controlled":"1","publisher":"ACM Press","abstract":[{"lang":"eng","text":"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."}],"department":[{"_id":"DEP8008"},{"_id":"DEP8000"}],"conference":{"start_date":"2021-08-30","end_date":"2021-09-02","location":"Virtual Event, Ireland","name":"4th Workshop on Human Factors in Hypertext (HUMAN)"},"user_id":"83781","type":"conference_editor_article","doi":"10.1145/3468143.3483927","_id":"8326"},{"keyword":["Ambient intelligence","Aesthetic intelligence","Hedonic design","Transportation","User-centered design : Gamification"],"language":[{"iso":"eng"}],"oa":"1","date_updated":"2023-03-15T13:49:52Z","publication_identifier":{"issn":["2351-9789"]},"publication":"Proceedings of the International Conference on Applied Human Factors and Ergonomics 2015 ","date_created":"2021-01-08T12:03:49Z","status":"public","page":"2103-2109","year":2015,"main_file_link":[{"open_access":"1"}],"author":[{"full_name":"Rui, Ang Sheng","last_name":"Rui","first_name":"Ang Sheng"},{"first_name":"Daniela Alina","full_name":"Plewe, Daniela Alina","last_name":"Plewe"},{"full_name":"Röcker, Carsten","id":"61525","last_name":"Röcker","first_name":"Carsten"}],"citation":{"van":"Rui AS, Plewe DA, Röcker C. Themed Passenger Cabins in Rapid Transit Systems: Promoting Commuters’ Happiness through Ambient and Aesthetic Intelligence. In: Proceedings of the International Conference on Applied Human Factors and Ergonomics 2015 . Las Vegas, USA: Elsevier; 2015. p. 2103–9. (Procedia Manufacturing; vol. 3).","mla":"Rui, Ang Sheng, et al. “Themed Passenger Cabins in Rapid Transit Systems: Promoting Commuters’ Happiness through Ambient and Aesthetic Intelligence.” <i>Proceedings of the International Conference on Applied Human Factors and Ergonomics 2015 </i>, vol. 3, Elsevier, 2015, pp. 2103–09, doi:<a href=\"https://doi.org/10.1016/j.promfg.2015.07.348\">10.1016/j.promfg.2015.07.348</a>.","bjps":"<b>Rui AS, Plewe DA and Röcker C</b> (2015) Themed Passenger Cabins in Rapid Transit Systems: Promoting Commuters’ Happiness through Ambient and Aesthetic Intelligence. <i>Proceedings of the International Conference on Applied Human Factors and Ergonomics 2015 </i>, vol. 3. Las Vegas, USA: Elsevier, pp. 2103–2109.","havard":"A.S. Rui, D.A. Plewe, C. Röcker, Themed Passenger Cabins in Rapid Transit Systems: Promoting Commuters’ Happiness through Ambient and Aesthetic Intelligence, in: Proceedings of the International Conference on Applied Human Factors and Ergonomics 2015 , Elsevier, Las Vegas, USA, 2015: pp. 2103–2109.","ufg":"<b>Rui, Ang Sheng et. al. (2015)</b>: Themed Passenger Cabins in Rapid Transit Systems: Promoting Commuters’ Happiness through Ambient and Aesthetic Intelligence, in: <i>Proceedings of the International Conference on Applied Human Factors and Ergonomics 2015 </i> (=<i>Procedia Manufacturing 3</i>), Las Vegas, USA, S. 2103–2109.","apa":"Rui, A. S., Plewe, D. A., &#38; Röcker, C. (2015). Themed Passenger Cabins in Rapid Transit Systems: Promoting Commuters’ Happiness through Ambient and Aesthetic Intelligence. In <i>Proceedings of the International Conference on Applied Human Factors and Ergonomics 2015 </i> (Vol. 3, pp. 2103–2109). Las Vegas, USA: Elsevier. <a href=\"https://doi.org/10.1016/j.promfg.2015.07.348\">https://doi.org/10.1016/j.promfg.2015.07.348</a>","chicago":"Rui, Ang Sheng, Daniela Alina Plewe, and Carsten Röcker. “Themed Passenger Cabins in Rapid Transit Systems: Promoting Commuters’ Happiness through Ambient and Aesthetic Intelligence.” In <i>Proceedings of the International Conference on Applied Human Factors and Ergonomics 2015 </i>, 3:2103–9. Procedia Manufacturing. Las Vegas, USA: Elsevier, 2015. <a href=\"https://doi.org/10.1016/j.promfg.2015.07.348\">https://doi.org/10.1016/j.promfg.2015.07.348</a>.","short":"A.S. Rui, D.A. Plewe, C. Röcker, in: Proceedings of the International Conference on Applied Human Factors and Ergonomics 2015 , Elsevier, Las Vegas, USA, 2015, pp. 2103–2109.","din1505-2-1":"<span style=\"font-variant:small-caps;\">Rui, Ang Sheng</span> ; <span style=\"font-variant:small-caps;\">Plewe, Daniela Alina</span> ; <span style=\"font-variant:small-caps;\">Röcker, Carsten</span>: Themed Passenger Cabins in Rapid Transit Systems: Promoting Commuters’ Happiness through Ambient and Aesthetic Intelligence. In: <i>Proceedings of the International Conference on Applied Human Factors and Ergonomics 2015 </i>, <i>Procedia Manufacturing</i>. Bd. 3. Las Vegas, USA : Elsevier, 2015, S. 2103–2109","chicago-de":"Rui, Ang Sheng, Daniela Alina Plewe und Carsten Röcker. 2015. Themed Passenger Cabins in Rapid Transit Systems: Promoting Commuters’ Happiness through Ambient and Aesthetic Intelligence. In: <i>Proceedings of the International Conference on Applied Human Factors and Ergonomics 2015 </i>, 3:2103–2109. Procedia Manufacturing. Las Vegas, USA: Elsevier. doi:<a href=\"https://doi.org/10.1016/j.promfg.2015.07.348,\">10.1016/j.promfg.2015.07.348,</a> .","ama":"Rui AS, Plewe DA, Röcker C. Themed Passenger Cabins in Rapid Transit Systems: Promoting Commuters’ Happiness through Ambient and Aesthetic Intelligence. In: <i>Proceedings of the International Conference on Applied Human Factors and Ergonomics 2015 </i>. Vol 3. Procedia Manufacturing. Las Vegas, USA: Elsevier; 2015:2103-2109. doi:<a href=\"https://doi.org/10.1016/j.promfg.2015.07.348\">10.1016/j.promfg.2015.07.348</a>","ieee":"A. S. Rui, D. A. Plewe, and C. Röcker, “Themed Passenger Cabins in Rapid Transit Systems: Promoting Commuters’ Happiness through Ambient and Aesthetic Intelligence,” in <i>Proceedings of the International Conference on Applied Human Factors and Ergonomics 2015 </i>, Las Vegas, Nevada, USA, 2015, vol. 3, pp. 2103–2109."},"volume":3,"title":"Themed Passenger Cabins in Rapid Transit Systems: Promoting Commuters’ Happiness through Ambient and Aesthetic Intelligence","place":"Las Vegas, USA","_id":"4334","doi":"10.1016/j.promfg.2015.07.348","user_id":"15514","intvolume":"         3","type":"conference","publisher":"Elsevier","conference":{"start_date":"2015-07-26","end_date":"2015-0730","location":"Las Vegas, Nevada, USA","name":"6th International Conference on Applied Human Factors and Ergonomics (AHFE 2015) and the Affiliated Conferences, AHFE 2015"},"department":[{"_id":"DEP5023"}],"abstract":[{"lang":"eng","text":"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."}],"publication_status":"published","series_title":"Procedia Manufacturing"}]
