TY - CHAP U1 - Buchbeitrag A1 - Korn, Oliver A1 - Brenner, Florian A1 - Börsig, Julian A1 - Lalli, Fabio A1 - Mattmüller, Maik A1 - Müller, Andrea T1 - Defining Recrutainment: A Model and a Survey on the Gamification of Recruiting and Human Resources T2 - AHFE 2017: Advances in The Human Side of Service Engineering N2 - Recrutainment, is a hybrid word combining recruiting and entertainment. It describes the combination of activities in human resources and gamification. Concepts and methods from game design are now used to assess and select future employees. Beyond this area, recrutainment is also applied for internal processes like professional development or even marketing campaigns. This paper’s contribution has four components: (1) we provide a conceptual background, leading to a more precise definition of recrutainment; (2) we develop a new model for analyzing solutions in recrutainment; (3) we present a corpus of 42 applications and use the new model to assess their strengths and potentials; (4) we provide a bird’s eye view on the state of the art in recrutainment and show the current weighting of gamification and recruiting aspects. KW - Recrutainment KW - Recrutainment KW - Recruiting KW - Human Resources KW - Gamification Y1 - 2017 SN - 2194-5357 SS - 2194-5357 SN - 978-3-319-60485-5 SB - 978-3-319-60485-5 U6 - https://dx.doi.org/10.1007/978-3-319-60486-2_4 DO - https://dx.doi.org/10.1007/978-3-319-60486-2_4 N1 - Best Paper Award AHFE HSSE 2017 VL - 601 SP - 37 EP - 49 PB - Springer CY - Cham ER - TY - CHAP U1 - Konferenzveröffentlichung A1 - Korn, Oliver A1 - Gerbaulet, Damian T1 - Do Zenware Applications Reduce the Digital Distraction of Knowledge Workers? A Qualitative Study Based on Expert Interviews T2 - AHFE 2017: Advances in Ergonomics in Design N2 - Applications helping us to maintain the focus on work are called “Zenware” (from concentration and Zen). While form factors, use cases and functionality vary, all these applications have a common goal: creating uninterrupted, focused attention on the task at hand. The rise of such tools exemplifies the users’ desire to control their attention within the context of omnipresent distraction. In expert interviews we investigate approaches in the context of attention-management at the workplace of knowledge workers. To gain a broad understanding, we use judgement sampling in interviews with experts from several disciplines. We especially explore how focus and flow can be stimulated. Our contribution has four components: a brief overview on the state of the art (1), a presentation of the results (2), strategies for coping with digital distractions and design guidelines for future Zenware (3) and an outlook on the overall potential in digital work environments (4). KW - Zenware KW - Zenware KW - Human Resources KW - Arbeitswissenschaft Y1 - 2017 SN - 2194-5357 SS - 2194-5357 SN - 978-3-319-60582-1 SB - 978-3-319-60582-1 U6 - https://dx.doi.org/10.1007/978-3-319-60582-1_12 DO - https://dx.doi.org/10.1007/978-3-319-60582-1_12 VL - 588 SP - 115 EP - 126 PB - Springer CY - Cham ER - TY - CHAP U1 - Buchbeitrag A1 - Blatz, Michael A1 - Korn, Oliver T1 - A Very Short History of Dynamic and Procedural Content Generation T2 - Game Dynamics. Best Practices in Procedural and Dynamic Game Content Generation N2 - This chapter portrays the historical and mathematical background of dynamic and procedural content generation (PCG). We portray and compare various PCG methods and analyze which mathematical approach is suited for typical applications in game design. In the next step, a structural overview of games applying PCG as well as types of PCG is presented. As abundant PCG content can be overwhelming, we discuss context-aware adaptation as a way to adapt the challenge to individual players’ requirements. Finally, we take a brief look at the future of PCG. KW - Procedural Content Generation KW - Games KW - Computer Games KW - Games KW - Game Design KW - Procedural Content Generation KW - Computer Games KW - Computerspiele Y1 - 2017 UR - https://link.springer.com/chapter/10.1007/978-3-319-53088-8_1 SN - 978-3-319-53087-1 SB - 978-3-319-53087-1 U6 - https://dx.doi.org/10.1007/978-3-319-53088-8_1 DO - https://dx.doi.org/10.1007/978-3-319-53088-8_1 SP - 1 EP - 13 PB - Springer CY - Berlin, Heidelberg ER - TY - CHAP U1 - Konferenzveröffentlichung A1 - Korn, Oliver A1 - Tietz, Stefan T1 - Strategies for Playful Design when Gamifying Rehabilitation. A Study on User Experience T2 - Proceedings of the 10th International Conference on Pervasive Technologies Related to Assistive Environments N2 - Gamifying rehabilitation is an efficient way to improve motivation and exercise frequency. However, between flow theory, self-determination theory or Bartle's player types there is much room for speculation regarding the mechanics required for successful gamification, which in turn leads to increased motivation. For our study, we selected a gamified solution for motion training (an exergame) where the playful design elements are extremely simple. The contribution is three-fold: we show best practices from the state of the art, present a study analyzing the effects of simple gamification mechanics on a quantitative and on a qualitative level and discuss strategies for playful design in therapeutic movement games. KW - Gamification KW - Rehabilitation Y1 - 2017 UN - http://nbn-resolving.de/urn/resolver.pl?urn:nbn:de:bsz:ofb1-opus4-26480 UR - https://dl.acm.org/citation.cfm?id=3056550 SN - 978-1-4503-5227-7 SB - 978-1-4503-5227-7 U6 - https://dx.doi.org/10.1145/3056540.3056550 DO - https://dx.doi.org/10.1145/3056540.3056550 SP - 209 EP - 214 S1 - 6 PB - Association for Computing Machinery CY - New York ER - TY - CHAP U1 - Konferenzveröffentlichung A1 - Korn, Oliver A1 - Stamm, Lukas A1 - Möckl, Gerd T1 - Designing Authentic Emotions for Non-Human Characters. A Study Evaluating Virtual Affective Behavior T2 - Designing Interactive Systems Conference 2017 Proceedings N2 - While human emotions have been researched for decades, designing authentic emotional behavior for non-human characters has received less attention. However, virtual behavior not only affects game design, but also allows creating authentic avatars or robotic companions. After a discussion of methods to model and recognize emotions, we present three characters with a decreasing level of human features and describe how established design techniques can be adapted for such characters. In a study, 220 participants assess these characters' emotional behavior, focusing on the emotion "anger". We want to determine how reliable users can recognize emotional behavior, if characters increasingly do not look and behave like humans. A secondary aim is determining if gender has an impact on the competence in emotion recognition. The findings indicate that there is an area of insecure attribution of virtual affective behavior not distant but close to human behavior. We also found that at least for anger, men and women assess emotional behavior equally well. KW - Games KW - Game Design KW - Affective Computing KW - Emotions KW - Computer Games Y1 - 2017 UR - https://dl.acm.org/citation.cfm?id=3064755 SN - 978-1-4503-4922-2 SB - 978-1-4503-4922-2 U6 - https://dx.doi.org/10.1145/3064663.3064755 DO - https://dx.doi.org/10.1145/3064663.3064755 SP - 477 EP - 487 S1 - 11 PB - Association for Computing Machinery CY - New York ER - TY - JOUR U1 - Zeitschriftenartikel, wissenschaftlich - begutachtet (reviewed) A1 - Korn, Oliver A1 - Blatz, Michael A1 - Rees, Adrian A1 - Schaal, Jakob A1 - Schwind, Valentin A1 - Görlich, Daniel ED - Lee, Newton T1 - Procedural Content Generation for Game Props? A Study on the Effects on User Experience JF - Computers in Entertainment (CIE) - Theoretical and Practical Computer Applications in Entertainment N2 - This work demonstrates the potentials of procedural content generation (PCG) for games, focusing on the generation of specific graphic props (reefs) in an explorer game. We briefly portray the state-of-the-art of PCG and compare various methods to create random patterns at runtime. Taking a step towards the game industry, we describe an actual game production and provide a detailed pseudocode implementation showing how Perlin or Simplex noise can be used efficiently. In a comparative study, we investigate two alternative implementations of a decisive game prop: once created traditionally by artists and once generated by procedural algorithms. 41 test subjects played both implementations. The analysis shows that PCG can create a user experience that is significantly more realistic and at the same time perceived as more aesthetically pleasing. In addition, the ever-changing nature of the procedurally generated environments is preferred with high significance, especially by players aged 45 and above. KW - Procedural Content Generation KW - Games KW - Computer Games KW - Procedural Content Generation KW - Games KW - Computer Games KW - Game Design KW - Computerspiele Y1 - 2017 UN - http://nbn-resolving.de/urn/resolver.pl?urn:nbn:de:bsz:ofb1-opus4-26503 UR - https://dl.acm.org/citation.cfm?id=2974026 SN - 1544-3574 SS - 1544-3574 U6 - https://dx.doi.org/10.1145/2974026 DO - https://dx.doi.org/10.1145/2974026 VL - 15 IS - 2 SP - 1:1 EP - 1:15 ER - TY - CHAP U1 - Buchbeitrag A1 - Korn, Oliver A1 - Vauderwange, Oliver T1 - Gamification in der Produktion – Anforderungen und Potenziale T2 - Gamification in der Logistik. Effektiv und spielend zu mehr Erfolg N2 - Gamification, die spielerische Anreicherung von Tätigkeiten, erfreut sich zunehmender Beliebtheit. Insbesondere in den Bereichen Gesundheit (Exergames) oder Lernen (Serious Games, Edutainment) gibt es eine Vielzahl erfolgreicher Anwendungen. Weniger verbreitet ist Gamification dagegen bislang bei Arbeitsprozessen. Zwar gibt es erfolgreiche Ansätze im Bereich Dienstleistung und Service (z. B. bei Callcentern), der Bereich der industriellen Produktion wurde jedoch bis vor wenigen Jahren nicht adressiert. Dieses Kapitel gibt einen Überblick der Entwicklung von Gamification und zeigt den Stand der Technik. Wir leiten allgemeine Anforderungen für Gamification im Produktionsumfeld ab und stellen zwei neue Ansätze aus der aktuellen Forschung vor. Diese werden in einer Studie mit Trainern aus der Automobilbranche auf Akzeptanz untersucht. Die Ergebnisse zeigen eine insgesamt positive Haltung zur Gamifizierung der Produktion und eine sehr hohe Akzeptanz insbesondere des Pyramiden-Designs. KW - Gamification KW - Gamification KW - Gamifizierung KW - Produktion Y1 - 2017 UR - http://www.huss-shop.de/item/Gamification-in-der-Logistik.html SN - 9783946350408 SB - 9783946350408 SP - 50 EP - 77 PB - Huss CY - München ER - TY - CHAP U1 - Konferenzveröffentlichung A1 - Korn, Oliver A1 - Rees, Adrian A1 - Dix, Alan T1 - Designing a System for Playful Coached Learning in the STEM Curriculum T2 - SmartLearn '17 Proceedings of the 2017 ACM Workshop on Intelligent Interfaces for Ubiquitous and Smart Learning N2 - We present the design outline of a context-aware interactive system for smart learning in the STEM curriculum (science, technology, engineering, and mathematics). It is based on a gameful design approach and enables "playful coached learning" (PCL): a learning process enriched by gamification but also close to the learner's activities and emotional setting. After a brief introduction on related work, we describe the technological setup, the integration of projected visual feedback and the use of object and motion recognition to interpret the learner's actions. We explain how this combination enables rapid feedback and why this is particularly important for correct habit formation in practical skills training. In a second step, we discuss gamification methods and analyze which are best suited for the PCL system. Finally, emotion recognition, a major element of the final PCL design not yet implemented, is briefly outlined. KW - Learning KW - Context-Awareness KW - Lernen KW - Kontextbewusstsein KW - Gamification Y1 - 2017 UN - http://nbn-resolving.de/urn/resolver.pl?urn:nbn:de:bsz:ofb1-opus4-26533 UR - https://dl.acm.org/citation.cfm?id=3038538 SN - 978-1-4503-4904-8 SB - 978-1-4503-4904-8 U6 - https://dx.doi.org/10.1145/3038535.3038538 DO - https://dx.doi.org/10.1145/3038535.3038538 SP - 31 EP - 37 S1 - 8 PB - Association for Computing Machinery CY - New York ER -