Auflistung nach Autor:in "Lindemann, Leonie"
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- KonferenzbeitragBuilding Bridges Through Design: Game Design Strategies to Empower Young Adults Taking Social Offers - Results From a Pilot Study(Mensch und Computer 2023 - Tagungsband, 2023) Lindemann, Leonie; Volkmann, Torben; Jochems, NicoleIn this work, we analyze whether the empowerment of young adults can be supported through gamified design approaches in a socio-spatial context. Based on a literature research, relevant empowerment factors were identified. Further, we give an overview of different gamified approaches to strengthen empowerment. We tested the results of our literature research within the implementation of a web-based application in the context of a project, which deals with digital participation processes for the youth. We suggest that gamified approaches within a web-app can be used to strengthen the empowerment of young adults in a socio-spatial context. In this paper, we focus on our process of gamifying the utilization of social offers (e.g., leisure activities, participation offers, youth welfare services) to strengthen the empowerment of young adults and thereby establish foundations for future studies examining the effect of game elements on the empowerment of young adults.
- WorkshopbeitragLeveling Up Gamification: Personalized Progress Indicators for Young Adults in Social Contexts - A Pre-Study(Mensch und Computer 2024 - Workshopband, 2024) Lindemann, Leonie; Goldbach, Philipp; Jochems, NicoleGamification, i.e., the use of game elements in non-game contexts, is used in various areas such as education, healthcare or in the context of work to increase users' motivation to perform certain actions. Commonly used game elements are points, badges, leaderboards. But these elements are not generic tools when aiming to increase the motivation and engagement of diverse target groups. The motivating effect of gamification is characterized by various individual facets of the context and the target group and therefore cannot be triggered by a universal setup of game elements. In order to achieve a sustainable effect in terms of long-term use and increased motivation, the individual needs and preferences of the target group should be taken into account in the design process. Within our research, we examined the target group of youth and young adults (aged 14 to 30) in the context of a project, which deals with digital participation processes for the youth. Youth and young adults are characterized by a strong preference for individualization in terms of self-expression and self-realization, which is reflected in their use of technology like apps. Adolescents are in a pivotal phase of discovering their interests and shaping their identities. Progress indicators like points, badges, leaderboards have the potential to enable youth and young adults to set goals according to the exploration of activities, interest and skills. As part of the development of a gamified app to empower youth and young adults engaging in social offers (e.g., leisure activities, participation offers), we examined how commonly used game elements like points, badges, leaderboards can be tailored to the context and target group of youth and young adults.
- WorkshopbeitragMeasuring Participation Through Empowerment: A Position Paper on Empowering Young Adults(Mensch und Computer 2022 - Workshopband, 2022) Lindemann, Leonie; Nolte, Amelie; Volkmann, Torben; Jochems, NicoleThis paper proposes empowerment as a measuring unit for participatory design. To substantiate this position, a literature research on empowerment of young adults was conducted, resulting in the identification of age-specific development goals and indicators for empowerment, both of which can be used to measure empowerment of young adults and thereby evaluate their participation.