Auflistung nach Autor:in "Herrlich, Marc"
1 - 10 von 19
Treffer pro Seite
Sortieroptionen
- WorkshopbeitragAchievements in Exergames for Parkinson s Patients(Mensch & Computer 2012: interaktiv informiert – allgegenwärtig und allumfassend!?, 2012) Springer, Melanie; Herrlich, Marc; Krannich, Dennis; Malaka, RainerWhile playing good games should be intrinsically rewarding, additional extrinsic rewards such as achievements if applied with care can further enhance the game experience and foster player motivation. However, if applied in an uninformed way, extrinsically induced motivation can also devalue the intrinsic rewards in the player s perception. The impact of achievements on the game experience of special target groups like older people suffering from Parkinson s disease is still largely unexplored. In this paper, two types of achievements are evaluated for the exergame Sterntaler . Sterntaler was specifically developed for patients suffering from Parkinson s disease to motivate them to do physical exercises. Our results show that the majority of the participants prefer achievements to no achievements, with a near equal split between the different types of achievements included in this study.
- KonferenzbeitragApplying Human-Centered Design to Develop Motivating Exergames(Mensch und Computer 2016 – Workshopband, 2016) Herrlich, Marc; Smeddinck, Jan; Runge, Nina; Malaka, RainerLifestyle diseases like unspecific back pain affect a large percentage of the population, especially in the age group 55 and older. Physiotherapy exercises are often perceived as dull and boring and many patients are not motivated to perform them regularly. Exergames can motivate patients to perform their exercise through playing a game, however, designing motivating game elements that generalize well to a variety of exercises is challenging. We report on our development process, on how we employ human-centered design in order to create motivating exergames, and on how we developed the concept of Living backgrounds as the result of this design process.
- KonferenzbeitragDesigning for Social Interaction in Collaborative Games on Large Multi- Touch Displays(Mensch & Computer 2011: überMEDIEN|ÜBERmorgen, 2011) Herrlich, Marc; Walther-Franks, Benjamin; Weidner, Daniel; Malaka, RainerAlthough computer games enable people from all around the world to play games together and can provide very immersive virtual environments, most computer games are still played in a separate fashion quite contrary to the social events that physical games are. Large interactive surfaces can bridge this gap, bringing together the best of both worlds: highly social activity and colorful, dynamic game worlds. With this paper we contribute to research on gaming on large multi-touch displays. Based on game mechanics successfully brought to small multi-touch devices, we developed our own game intro-ducing features and gestures specifically designed for large surface and multi-player gameplay with special regard for the social interaction among players. We provide insights on the social protocol of collaborative multi-player gaming on large interactive displays by studying people playing our game. Our results suggest that communication and social interaction does not just happen by itself but must be designed into the game, taking into account the specifics of multi-touch interaction, such as non-verbal communication possibilities between players.
- KonferenzbeitragDevelopment and Validation of a German Version of the Player Experience Inventory (PXI)(Mensch und Computer 2022 - Tagungsband, 2022) Graf, Linda; Altmeyer, Maximilian; Emmerich, Katharina; Herrlich, Marc; Krekhov, Andrey; Spiel, KattaThe Player Experience Inventory (PXI), initially developed by Abeele et al. (2020), measures player experiences among English-speaking players. However, empirically validated translations of the PXI are sparse, limiting the use of the scale among non-English speaking players. In this paper, we address this issue by providing a translated version of the scale in German, the most widely spoken first language in the European Union. After translating the original items, we conducted a confirmatory factor analysis (N = 506) to validate the German version of the PXI. Our results confirmed a 10-factor model—which the original authors of the instrument suggested— and show that the German PXI has valid psychometric properties. While model fit, internal consistency and convergent validity were acceptable, there was room for improvement regarding discriminant validity. Based on our results, we advocate for the German PXI as a valid and reliable instrument for assessing player experiences in German-speaking samples.
- WorkshopbeitragGame Jam: Serious Games und Gamification(Mensch und Computer 2019 - Workshopband, 2019) Herrlich, Marc; Mazarakis, Athanasios; Alexandrovsky, Dmitry; Göbel, Stefan; Malaka, RainerComputer- und Videospiele sind ein äußerst vielfältiges Themengebiet, welches insbesondere für den Bereich der Mensch-Computer-Interaktion in den letzten Jahren als Forschungsgebiet zunehmend an Relevanz gewonnen hat. Neben der wissenschaftlichen Theorie ist insbesondere die praktische Erfahrung mit der Konzeption und der technischen Realisierung von Serious Games und Gamification essentiell, um diese Ansätze in der Umsetzung eigener Forschungsideen sinnvoll anzuwenden. Daher plant die Fachgruppe Entertainment Computing im Rahmen eines Workshops auf der Mensch und Computer einen Serious Game Jam zu organisieren. Den Teilnehmenden soll dadurch ermöglicht werden, innerhalb eines Tages beispielhaft eigene Ideen für Serious Games oder Gamification zu konzipieren und in schnelle Mock-Ups und Prototypen umzusetzen.
- KonferenzbeitragGame of TUK: deploying a large-scale activity-boosting gamification project in a university context(Mensch und Computer 2020 - Tagungsband, 2020) Müller, Julia; Sprenger, Max; Franke, Tobias; Lukowicz, Paul; Reidick, Claudia; Herrlich, MarcWe present Game of TUK, a gamified mobile app to increase physical activity among students at TU Kaiserslautern. The scale of our project with almost 2,000 players over the course of four weeks is unique for a project in a university context. We present feedback we received and share our insights. Our results show that location-based activities in particular were very popular. In contrast, mini-games included in the app did not contribute as much to user activity as expected.
- mensch und computer 2013 - workshopbandMobile Games with Touch and Indirect Sensor Control(Mensch & Computer 2013 - Workshopband, 2013) Wenig, Dirk; Herrlich, Marc; Böhrs, Daniel; Malaka, RainerControls for games on mobile devices, e.g. smartphones, are mostly based on touch interaction or physical gestures like tilting the device. Both approaches often interfere with the player's view of the game world, e.g. by occluding parts of the screen, enforcing a limited view angle or fast shaky movements of the whole device. We present a novel control concept for mobile games integrating tiltinteraction and touch-input with different mappings depending on the current orientation of the device and a corresponding view of the virtual world. The result is a cleaner user interface with no distracting objects but enhanced interaction possibilities. An evaluation against software buttons shows that while our control concept is comparable regarding objective performance it significantly increases the subjective user experience.
- KonferenzbeitragMotivational Effects of a Gamified Training Analysis Interface(Mensch & Computer 2014 - Workshopband, 2014) Smeddinck, Jan David; Herrlich, Marc; Roll, Max; Malaka, Rainer
- KonferenzbeitragMotivationale Aspekte im Health Design: Gestaltung und Evaluation adhärenzfördernder therapeutischer Unterstützungssysteme(Mensch und Computer 2016 – Workshopband, 2016) Minge, Michael; Herrlich, Marc; Lorenz, Katharina; Runge, Nina; Dannehl, Susanne
- Zeitschriftenartikel,,Raus aus dem Sessel“ – Computerspiele für mehr Gesundheit(Informatik-Spektrum: Vol. 37, No. 6, 2014) Herrlich, Marc; Wenig, Dirk; Walther-Franks, Benjamin; Smeddinck, Jan D.; Malaka, RainerComputerspiele ziehen inzwischen jung und alt gleichermaßen in ihren Bann. Betrachtet man die oftmals sehr komplexen Aufgaben, die in vielen Spielen unter Zeitdruck gelöst werden müssen und die äußerst realistische Simulation und Darstellung der virtuellen Welten in heutigen Spielen, so stellt sich die Frage, ob dieses Potenzial auch für andere Zwecke, abseits der reinen Unterhaltung, genutzt werden kann. Mit dieser Frage beschäftigt sich eine wachsende Anzahl Wissenschaftler und Computerspielehersteller schon seit einiger Zeit und über die letzten Jahre konnte sich die Bezeichnung Serious Games als Oberbegriff für diesen Bereich etablieren. Gleichzeitig eröffnet die Entwicklung von massenmarkttauglichen Eingabegeräten für die körperliche Interaktion insbesondere für die spezielle Gruppe der sog. Exergames (Exercise + Game) neue Möglichkeiten und Anwendungsgebiete. Dieser Artikel gibt einen kurzen Überblick zur Geschichte der Serious Games und insbesondere der Exergames und stellt zwei spezielle Ansätze und Anwendungsgebiete für die Entwicklung von Exergames aus der aktuellen Forschung vor: Exergames für den Einsatz in der Physiotherapie und die Nutzbarmachung herkömmlicher Vollpreisspiele als Exergames.