Conference proceedings

The Cologne Game Lab has a rich and varied tradition in publishing. Its printed, multimedia and digital publications have high standards in terms of content, design, and communication. The publications cover all areas of teaching, research, and further education in digital games.

2022 | 2021 | 2019 | 2018 | 2017 | 2016 | 2012 | 2011 | 2010 | 2005

2022

Asyraaf Mat Sanusi, K./ Limbu, B./ Schneider, J./ Di Mitri, D./ Klemke, R. (2022).
Proceedings of the Second International Workshop on Multimodal Immersive Learning Systems (MILeS 2022)
Seventeenth European Conference on Technology Enhanced Learning (EC-TEL 2022), Toulouse, France, September 12th-16th, 2022. CEUR Workshop Proceedings
Available at: https://ceur-ws.org/Vol-3247/paper6.pdf
Asyraaf Mat Sanusi, K./ Slupczynski, M./ Geisen, M./ Iren, D./ Klamma, R./ Klatt, S./ Klemke, R. (2022).
IMPECT-Sports: Using an Immersive Learning System to Facilitate the Psychomotor Skills Acquisition Process.
In: MILeS@EC-TEL 2022 Conference Proceedings: 34-39
Available at: https://ceur-ws.org/Vol-3247/paper6.pdf
Asyraaf Mat Sanusi, K./ Baumgartner, T./ Geisen, M./ Klatt, S. (2022).
XR Golf Putt Trainer: User Opinions on an Innovative Real-time Feedback Tool.
In: MILeS@EC-TEL 2022 Conference Proceedings: 40-44
Available at: https://ceur-ws.org/Vol-3247/paper7.pdf
Keller, T./ Klemke, R./ Majonica, D./ Richert, A. (2022).
Prerequisite Knowledge of Learning Environments in Human-Robot Collaboration for dyadic teams.
In: MILeS@EC-TEL 2022 Conference Proceedings: 55-58
Available at: https://ceur-ws.org/Vol-3247/paper9.pdf
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2021

Czauderna, A., Guardiola, E., Lux, J-D., Budke, A. (2021).
How insights into commercial games can improve the design of educational games on complex societal problems.
In: Proceedings of the 15th European Conference on Games Based Learning: ECGBL, Academic Conferences and Publishing International, pp. 170-177.
Available at: https://www.researchgate.net/publication/354523595
Keuter, L., Guardiola, E. (2021).
Why We Play Whom We Play: On the Correlation between Player Personality and Choice of Avatar.
GAME-ON 2021, 22nd International Conference on Intelligent Games and Simulation, Aveiro, Portugal (pp. 64-71).
Avaiable at: https://www.researchgate.net/publication/355436179
von Mammen, S., Klemke, R., Lorber, M. (2021)
Proceedings of the 1st Games Technology Summit at Clash of Realities Conference 2020
Available at: URN urn:nbn:de:bvb:20-opus-245776
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2019

Antonaci, A., Klemke, R., Lataster, J., Kreijns, K., & Specht, M. (2019).
Gamification of MOOCs Adopting Social Presence and Sense of Community to Increase User’s Engagement: An Experimental Study.
In M. Scheffel, J. Broisin, V. Pammer-Schindler, A. Ioannou, & J. Schneider (Eds.), Transforming Learning with Meaningful Technologies (Vol. 11722, pp. 172–186). Springer International Publishing.
Available at: https://doi.org/10.1007/978-3-030-29736-7_13
Di Mitri, D., Schneider, J., Klemke, R., Specht, M., & Drachsler, H. (2019).
Read Between the Lines: An Annotation Tool for Multimodal Data for Learning.
In Proceedings of the 9th International Conference on Learning Analytics & Knowledge, 51–60. Available at: https://doi.org/10.1145/3303772.3303776
Guardiola, E. (2019).
Game and Humanitarian: From Awareness to Field Intervention.
Game On Conference 2019, Breda, Netherland.
Guardiola, E. (2019).
Gameplay Definition: A Game Design Perspective.
Game On Conference 2019, Breda, Netherland.
Klemke, R., Antonaci, A., & Limbu, B. (2019).
Gamifire—A Scalable, Platform-Independent Infrastructure for Meaningful Gamification of MOOCs.
In A. Liapis, G. N. Yannakakis, M. Gentile, & M. Ninaus (Eds.), Games and Learning Alliance (Vol. 11899, pp. 256–265). Springer International Publishing.
Available at: https://doi.org/10.1007/978-3-030-34350-7_25
Klemke, R., Antonaci, A., & Limbu, B. H. (2019).
Gamifire—A Cloud-Based Infrastructure for Deep Gamification of MOOC.
Transforming Learning With Meaningful Technologies. 14th European Conference on Technology Enhanced Learning, Delft, Netherlands.
Available at: https://research.ou.nl/files/12275146/Gamifire_Poster.pdf
Limbu, B., Vovk, A., Jarodzka, H., Klemke, R., Wild, F., & Specht, M. (2019).
WEKIT.One: A Sensor-Based Augmented Reality System for Experience Capture and Re-enactment.
In M. Scheffel, J. Broisin, V. Pammer-Schindler, A. Ioannou, & J. Schneider (Eds.), Transforming Learning with Meaningful Technologies (Vol. 11722, pp. 158–171). Springer International Publishing.
Available at: https://doi.org/10.1007/978-3-030-29736-7_12
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2018

Czauderna, A. (2018).
Academic Game Design Education: A Comparative Perspective.
Proceedings of the Fourth Joint International Conference on Serious Games (JCSG 2018). 4th Joint International Conference, JCSG 2018, Darmstadt.
Available at: https://doi.org/10.1007/978-3-030-02762-9_2
Guardiola, E., & Czauderna, A. (2018).
Merging Gameplay and Learning in Educational Game Design: The Gameplay Loop Methodology in Antura and the Letters.
Proceedings of the ECGBL 2018. 12th European Conference on Game Based Learning, France.
Available here.
Tan, E. B. K., Rusman, E., Firssova, O., Ternier, S. G. C., Specht, M. M., Klemke, R., & So, H.-J. (2018).
Mobile Inquiry-based Learning: Relationship among levels of inquiry, learners’ autonomy and environmental interaction.
17th World Conference on Mobile and Contextual Learning, Chicago.
Available at: https://www.learntechlib.org/d/184919
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2017

Antonaci, A., Klemke, R., Stracke, C. M., & Specht, M. (2017).
Identifying Game Elements Suitable for MOOCs.
In É. Lavoué, H. Drachsler, K. Verbert, J. Broisin, & M. Pérez-Sanagustín (Eds.), Data Driven Approaches in Digital Education (Vol. 10474, pp. 355–360). Springer International Publishing.
Available at: https://doi.org/10.1007/978-3-319-66610-5_26
Antonaci, A., Klemke, R., Stracke, C. M., & Specht, M. (2017).
Towards Implementing Gamification in MOOCs.
In J. Dias, P. A. Santos, & R. C. Veltkamp (Eds.), Games and Learning Alliance (Vol. 10653, pp. 115–125). Springer International Publishing.
Available at: https://doi.org/10.1007/978-3-319-71940-5_11
Antonaci, A., Klemke, R., Stracke, C. M., Specht, M. M., Spatafora, M., & Stefanova, K. (2017).
Gamification to Empower Information Security Education.
Proceedings of the 1st International GamiFIN Conference. International GamiFIN Conference 2017, Finland.
Available at: http://ceur-ws.org/Vol-1857/gamifin17_p5.pdf
Antonaci, A., Peter, D., Klemke, R., Bruysten, T., Stracke, C. M., & Specht, M. (2017).
GMOOCs – Flow and Persuasion to Gamify MOOCs.
In J. Dias, P. A. Santos, & R. C. Veltkamp (Eds.), Games and Learning Alliance (Vol. 10653, pp. 126–136). Springer International Publishing.
Available at: https://doi.org/10.1007/978-3-319-71940-5_12
Emmerich, F., Klemke, R., & Hummes, T. (2017).
Design Patterns for Augmented Reality Learning Games.
In J. Dias, P. A. Santos, & R. C. Veltkamp (Eds.), Games and Learning Alliance (Vol. 10653, pp. 161–172). Springer International Publishing.
Available at: https://doi.org/10.1007/978-3-319-71940-5_15
Freyerrnuth, G. S. (2017).
Transmedia Storytelling Twelve Postulates.
In Clash of Realities (Ed.), Clash of Realities 2015/16 (pp. 97–126). transcript Verlag.
Available at: https://doi.org/10.14361/9783839440315-009
Wild, F., Klemke, R., Lefrere, P., Fominykh, M., & Kuula, T. (2017).
Technology Acceptance of Augmented Reality and Wearable Technologies.
In D. Beck, C. Allison, L. Morgado, J. Pirker, F. Khosmood, J. Richter, & C. Gütl (Eds.), Immersive Learning Research Network (Vol. 725, pp. 129–141). Springer International Publishing.
Available at: https://doi.org/10.1007/978-3-319-60633-0_11
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2016

Guardiola, E. (2016).
The Gameplay Loop: A Player Activity Model for Game Design and Analysis.
Proceedings of the 13th International Conference on Advances in Computer Entertainment Technology – ACE2016, 1–7.
Available at: https://doi.org/10.1145/3001773.3001791
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2012

Czauderna, A., & Erlenbusch, E. (2012).
Evaluation des Computerlernspieles BauBoss.
In W. Kaminski & M. Lorber (Eds.), Gamebased Learning. Clash of Realities (pp. 121–132). Kopaed-Verlag.
Czauderna, André, & Schmitz, B. (2012).
Social Research as a Means of Target-Group-Specific Serious Game Development. The case of SpITKom.
In J. Wimmer, K. Mitgutsch, & H. Rosentingl (Eds.), Applied Playfulness. Proceedings of the Vienna Games Conference 2011: Future and Reality of Gaming. New Academic Press.
Available at: https://www.researchgate.net/publication/328107904_Social_Research_as_a_Means_of_Target-Group-Specific_Serious_Game_Development_The_case_of_SpITKom
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2011

Czauderna, A., & Schmitz, B. (2011).
Designing a Browser Game to Engage Learners Difficult to Reach in IT Learning.
2nd International Conference on Serious Gaming. 2nd international conference on serious gaming, Darmstadt.
Schmitz, B., Czauderna, A., Klemke, R., & Specht, M. (2011).
Game Based Learning for Computer Science Education.
Computer Science Education Research Conference, 81–88.
Available at: link
Schmitz, B., Klemke, R., Totschnig, M., Czauderna, A., & Specht, M. (2011).
Transferring an Outcome-Oriented Learning Architecture to an IT Learning Game.
In C. D. Kloos, D. Gillet, R. M. Crespo García, F. Wild, & M. Wolpers (Eds.), Towards Ubiquitous Learning (Vol. 6964, pp. 483–488). Springer Berlin Heidelberg.
Available at: https://doi.org/10.1007/978-3-642-23985-4_43
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2010

Czauderna, A., & Schmitz, B. (2010).
Spielbasierte Kompetenzentwicklung für bildungsbenachteiligte Jugendliche.
In H. Diener, D. Maciuszek, S. Malo, A. Martens, & B. Urban (Eds.), Spielend Lernen. Tagungsband der Abschlusskonferenz des Verbundprojektes Alphabit in Zusammenarbeit mit dem 4.
Guardiola, E., & Natkin, S. (2010).
Player’s Model: Criteria for a Gameplay Profile Measure.
In H. S. Yang, R. Malaka, J. Hoshino, & J. H. Han (Eds.), Entertainment Computing—ICEC 2010 (Vol. 6243, pp. 366–371). Springer Berlin Heidelberg.
Available at: https://doi.org/10.1007/978-3-642-15399-0_39
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2005

Bianchini, S., & Guardiola, E. (2005).
Image partagée: Système de représentation et système de jeu.
H2PTM’05, 197–209.
Available at: https://hal.archives-ouvertes.fr/hal-01125206
Guardiola, E., & Natkin, S. (2005).
Game Theory and video game, a new approach of game theory to analyze and conceive game systems.
CGAMES’05, 166–170.
Available at: link
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