@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}
}


