@inproceedings{ubo:37328,
  author = {Klauser, Matthias and Kötteritzsch, Anna and Niesenhaus, Jörg and Budweg, Steffen},
  editor = {Reiterer, Harald and Deussen, Oliver},
  chapter = {},
  title = {Analysis and Classification of Serious Games for Elderly},
  year = {2012},
  publisher = {Oldenbourg Verl.},
  address = {München},
  abstract = {Serious games aim at providing benefits beyond pure entertainment and are a growing area of research. Furthermore, not only the number of serious games increases but also the range of application areas. Today, serious games address physical cognitive social and psychological needs for a different target audience with multiple devices. Serious games are often classified by benefits or purpose within a specific application area, but classifications focused on different user- and game-specific aspects are still rare. In this paper we provide an overview on a selection of serious games for elderly people by extracting and summarizing common categories used to classify games on a general level and especially serious games. Furthermore, a collection of serious games for elderly based on literature research as well as a classification using the summarized categories is presented. By those means, serious games for elderly shall be structured and not sufficiently covered approaches of providing benefits be identified.},
  isbn = {978-3-486-71879-9},
  booktitle = {Mensch &amp; Computer 2012: 12. fachübergreifende Konferenz für interaktive und kooperative Medien. Interaktiv informiert – allgegenwärtig und allumfassend!?}
}


@inproceedings{ubo:37329,
  author = {Niesenhaus, Jörg and Kahraman, Burak and Klatt, Johannes},
  editor = {Reiterer, Harald and Deussen, Oliver},
  chapter = {},
  title = {2DGree: Rapid Prototyping for Games},
  year = {2012},
  publisher = {Oldenbourg Verl.},
  address = {München},
  abstract = {This paper introduces 2DGree, an experimental game prototyping framework, which enables users to implement and playtest their game ideas within minutes. The framework’s main purpose is the evaluation of different interaction techniques as well as methods of programming by demonstration and visual programming for the application within the context of rapid game prototyping. The core of the 2DGree framework consists of a game world editor tool and a script editor, which can be connected to further components like game asset sharing platforms or evaluation tools. The paper describes the current stage of the framework development, presents a user test and provides an outlook on the future plans for the framework development and application.},
  isbn = {978-3-486-71879-9},
  booktitle = {Mensch &amp; Computer 2012: 12. fachübergreifende Konferenz für interaktive und kooperative Medien. Interaktiv informiert – allgegenwärtig und allumfassend!?}
}


@article{ubo:32815,
  author = {Fuchslocher, Alberto and Niesenhaus, Jörg and Krämer, Nicole},
  title = {Serious games for health: An empirical study of the game “Balance” for teenagers with diabetes mellitus},
  journal = {Entertainment Computing},
  year = {2011},
  volume = {2},
  number = {2},
  pages = {97–102},
  abstract = {In addition to a broad range of different application areas, health games differ in the level of abstraction of the game’s message or goal and the way to achieve game benefits. Most games focus on teaching knowledge or prevention topics. Furthermore, some games focus on strengthening motivation of patients to attend a specific medication or to change their daily behavior in order to live healthier. In this paper we present the health game “Balance”, developed to optimize the self-management of teenagers with diabetes mellitus type-I. Two versions of the game were implemented: A version explicitly referring to diabetes and an implicit version of “Balance” with no diabetes content in order to reduce diabetes related reactance among juveniles. In a between-subjects experimental study with a clinical sample the two versions were compared. Results demonstrate, contrary to expectations, that the explicit game version yielded higher game enjoyment than the implicit version.},
  url = {http://www.sciencedirect.com/science/article/pii/S1875952110000194}
}


@inproceedings{ubo:32814,
  author = {Niesenhaus, Jörg and Münter, Daniel and Hussein, Tim and Ziegler, Jürgen},
  editor = {DiGRA},
  chapter = {},
  title = {Playful Crowdsourcing for Energy-Efficient Automotive Navigation},
  year = {2011},
  abstract = {In this paper, we describe  the work-in-progress state of a playful simulation using crowdsourcing to gather data of efficient routes for automotive navigation in the context of electro mobility. Users will contribute well-known routes of their local area by playing the simulation. The routes will be evaluated with regard to height structure, traffic volume, and traffic signal frequency in the context of the daytime, season, and further time-dependent events. Based on this data, the simulation will be able to calculate the most energy-efficient route.},
  url = {http://www.digra.org/dl/db/11312.40252.pdf},
  booktitle = {Think Design Play. Proceedings of the 5th International Conference of the Digital Games Research Association (DiGRA)}
}


@inproceedings{ubo:31825,
  author = {Klauser, Matthias and Schulte, P. Frank and Niesenhaus, Jörg and Grundmann, Manuel and Ziegler, Jürgen},
  editor = {Eibl, Maximilian},
  chapter = {},
  title = {Merobrixx – Mental Rotation Bricks: A serious game for cognitive training},
  year = {2011},
  publisher = {Oldenbourg Verlag},
  address = {München},
  abstract = {In this paper we introduce the prototype of a cognitive training environment called “Merobrixx”. Merobrixx is a serious game for players of all ages, including children and elderly people, based on traditional mental rotation training methods. Players interact with the game by means of a Tangible User Interface (TUI), which consists of three-dimensional objects made of LEGO bricks. A first evaluation of the system confirms that the user’s performance in the game is positively related to his or her general mental rotation ability. Based on these findings further research regarding the conditions for a long term training effect is planned.},
  isbn = {978-3-486-71235-3},
  url = {http://dl.mensch-und-computer.de/handle/123456789/1548},
  booktitle = {Mensch &amp; Computer 2011, 11. fachübergreifende Konferenz für interaktive und kooperative Medien. überMEDIEN – ÜBERmorgen}
}


@inproceedings{ubo:27519,
  author = {Niesenhaus, Jörg},
  editor = {von Hagen, Cornelia and Schwarz, Peter},
  chapter = {},
  title = {Einsatz von Serious Games zur Förderung des Selbstmanagements},
  year = {2011},
  edition = {1. Auflage},
  publisher = {Kohlhammer},
  address = {Stuttgart},
  abstract = {Im Zuge der immer stärker wachsenden Bedeutung von Gesundheit in einer sich demographisch stark verändernden Gesellschaft ist es essenziell gesundheitsförderliche Verhaltensformen in allen Altersgruppen zu motivieren und zu unterstützen. Geeignet gestaltete und unterhaltungsorientierte Informationssysteme wie Serious Games bieten ein erhebliches Potenzial, solche Verhaltensänderungen gerade – aber nicht nur – bei jungen Zielgruppen zu fördern.},
  isbn = {978-3-17-020840-7},
  booktitle = {Selbstmanagement bei chronischen Erkrankungen im Kindes- und Jugendalter}
}


@inproceedings{ubo:27630,
  author = {Gerling, Kathrin and Klauser, Matthias and Masuch, Maic},
  editor = {Niesenhaus, Jörg and Rauterberg, Matthias and Masuch, Maic},
  chapter = {},
  title = {Serious Interface Design for Dental Health: WiiMote-based Tangible Interaction for School Children},
  year = {2010},
  publisher = {CEUR Workshop Proceedings ; 634},
  abstract = {This paper describes a camera-based approach towards creating a tangible interface for serious games. We introduce our game for dental health targeted at school children which implements the Nintendo WiiMote as infrared camera. Paired with a gesture-recognition system, this combination allows us to apply real-world items as input devices. Thereby, the game tries to address different aspects of dental hygiene along with the improvement of children’s motor skills. In our focus group test, we found that tangible interfaces offer great potential for educational purposes and can be used to engage kids in a playful learning process by addressing their childlike curiosity and fostering implicit learning.},
  url = {http://ceur-ws.org/Vol-634/Entertainment-Interfaces-Proceedings02.pdf},
  booktitle = {EI 2010 : Proceedings of the Entertainment Interfaces Track 2010 at Interaktive Kulturen 2010}
}


@book{ubo:26426,
  editor = {Niesenhaus, Jörg and Rauterberg, Matthias and Masuch, Maic},
  title = {Proceedings of the Entertainment Interfaces Track 2010 at Interaktive Kulturen 2010},
  year = {2010},
  publisher = {CEUR Workshop Proceedings},
  abstract = {For the first time the track “Entertainment Interfaces” took take place together with the German HCI conference Mensch &amp; Computer, the German e-learning conference DeLFI and the German Usability Professionals (UPA) track from 12-15 September at Duisburg. Within the past years the market of entertainment products has seen an overwhelming growth and has become an important part of the creative industries. This steady growth is not only based upon the changing demographics of users of interactive entertainment. One important reason is the diversification of interactive entertainment products converting more and more casual users into active consumers. The motion-sensitive controllers of the Nintendo Wii game console, the music instruments of Guitar Hero and Rock Band, and also products like Microsoft’s Natal which are currently in development offer innovative and user-friendly interfaces to attract new target groups. Computer- and videogames are not the only area the diversification changes: In the course of the growing media convergence new entertainment products evolve between the different fields of the creative industries. Interactive audio books, innovative toys and building blocks, game-based learning and serious games, virtual and augmented realities, and artistic installations and products give a first idea of the potential of this area. The track “Entertainment Interfaces” offers researchers, developers and designers a platform to present innovative ideas in the area of interactive entertainment with a focus on interaction in games and other entertainment products and to discuss design challenges and the evaluation of entertainment interfaces. The aims of the track are to strengthen the awareness of the relevance of user-friendly and innovative interfaces for entertainment applications in the research community and in the public, to encourage the research activities and the education in this field, and to foster the knowledge transfer between researchers and developers. We like to emphasize the interdisciplinary background of the “Entertainment Interfaces” track and welcome contributions from the areas of computer science, psychology, design and engineering sciences as well as contributions from developers and designers working in the field of interactive entertainment.},
  note = {ISSN 1613-0073},
  url = {http://ceur-ws.org/Vol-634}
}


@inproceedings{ubo:22402,
  author = {Bormann, Mark and Heyligers, Katharina and Kerres, Michael and Niesenhaus, Jörg},
  editor = {Lucke, Ulrich and Kindsmüller, Christof Martin and Fischer, Stefan and Herczeg, Michael and Seehusen, Silke},
  chapter = {},
  title = {Spielend Lernen! Spielend Lernen? Eine empirische Annäherung an die Möglichkeiten einer Synthese von Spielen und Lernen},
  year = {2008},
  publisher = {Logos Verlag},
  address = {Berlin},
  abstract = {Der Artikel beschreibt die Chancen und Herausforderungen der Synthese von Spielen und Lernen und stellt verschiedene Positionen zu den möglichen Lernpotentialen, aber auch der Unvereinbarkeit von Spielen und Lernen gegenüber. Anhand erster Studien mit Game-Based Learning Anwendungen werden die Herausforderungen dieses Anwendungsbereichs verdeutlicht.},
  isbn = {978-3-8325-2007-6},
  booktitle = {Workshop Proceedings der Tagungen Mensch &amp; Computer 2008, DeLFI 2008 und Cognitive Design 2008}
}


@inproceedings{ubo:18621,
  author = {Niesenhaus, Jörg},
  editor = {Jantke, P. Klaus and Fähnrich, Klaus-Peter and Wittig, S. Wolfgang},
  chapter = {},
  title = {Integration technologischer und methodischer Grundlagen digitaler Spiele in die Hochschullehre am Beispiel interdisziplinärer Praxisprojekte},
  year = {2007},
  publisher = {Verlag Werner Hülsbusch},
  address = {Boizenburg},
  booktitle = {Digitale Spiele – Herausforderungen und Chance: Kongressband einer wissenschaftlichen Tagung anlässlich der Leipziger Informatik-Tage}
}


