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