@inproceedings{ubo:34483,
  author = {Gerling, Kathrin and Klauser, Matthias and Niesenhaus, Jörg},
  chapter = {},
  title = {Measuring the impact of game controllers on player experience in FPS games},
  year = {2011},
  publisher = {ACM},
  address = {New York},
  abstract = {An increasing amount of games is released on multiple platforms, and game designers face the challenge of integrating different interaction paradigms for console and PC users while keeping the core mechanics of a game. However, little research has addressed the influence of game controls on player experience. In this paper, we examine the impact of mouse and keyboard versus gamepad control in first-person shooters using the PC and PlayStation 3 versions of Battlefield: Bad Company 2. We conducted a study with 45 participants to compare player experience and game usability issues of participants who had previously played similar games on one of the respective gaming systems, while also exploring the effects of players being forced to switch to an unfamiliar platform. The results show that players switching to a new platform experience more usability issues and consider themselves more challenged, but report an equally positive overall experience as players on their comfort platform.},
  isbn = {978-1-4503-0816-8},
  url = {http://dx.doi.org/10.1145/2181037.2181052},
  booktitle = {Proceedings of the 15th International Academic MindTrek Conference : Envisioning Future Media Environments (MindTrek ’11)}
}


@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}
}


@article{ubo:32816,
  author = {Nacke, Lennart and Stellmach, Sophie and Sasse, Dennis and Niesenhaus, Jörg and Dachselt, Raimund},
  title = {LAIF: A Logging and Interaction Framework for Gaze-Based Interfaces in Virtual Entertainment Environments},
  journal = {Entertainment Computing},
  year = {2011},
  volume = {2},
  number = {4},
  pages = {265–273},
  abstract = {Eye tracking is starting to be used for evaluation and interaction in virtual environments. Especially digital games can benefit from an integrated approach, using eye tracking technology for analysis and interaction. One benefit is faster development of gaze interaction games, which can be automatically evaluated in iterative development cycles. For this purpose, we present a framework of programming libraries that enables rapid game development and gameplay analysis within an experimental research environment. The framework presented here is extensible for different kinds of logging (e.g., psychophysiological and in-game behavioral data) and facilitates studies using eye-tracking technology in digital entertainment environments. An experimental study using gaze-only interaction in a digital game is presented and highlights the framework’s capacity to create games and evaluate novel entertainment interfaces. \textcopyright 2010 International Federation for Information Processing.},
  url = {http://www.sciencedirect.com/science/article/pii/S1875952110000091}
}


@inproceedings{ubo:31827,
  author = {Masuch, Maic and Rauterberg, Matthias and Niesenhaus, Jörg},
  editor = {Eibl, Maximilian},
  chapter = {},
  title = {Entertainment Interfaces Track: Preface},
  year = {2011},
  publisher = {Oldenbourg Verlag},
  address = {München},
  isbn = {978-3-486-71235-3},
  url = {http://dl.mensch-und-computer.de/handle/123456789/1545},
  booktitle = {Mensch &amp; Computer 2011: 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}
}


