WT 2020/2021
Bösch, Marcus. Game of Drones. Why we Need Games for Critical Reflection in the Dawning Ah´ge of Drones.
Fell, Achim. Audio Drama vs. Audio Game. New Types of Auditory Narration for Mobile Devices.
Gießelmann, David. Understanding linear Level Designe for Virtual Reality – Conventions, Restrictions, and techniques that help impact and differentiate the VR play experience from traditional linear, narrative-driven, 3D single player games (Ratio: 40% Theoretical, 60% practical).
Haas, Oliver Jerome. Mood Creation Through Ambient Music and Lo-Fi Sound Aesthetics in Digital Games
Kelbling, Marc Andreas. Getting into the Groove – Rhythm in Video Games and its Influence on Spatial Abilities.
Petrus, Alexandra Starkey. Dialectical Games: Applying Devices of Epic Theatre to Digital Games Portraying Historical Narratives.
Puzankov, Evgenii. Absurd games through the tenses of theater, visoart, cinema and literature.
Stricker, Sebastian. Theoretical and Practical Research on Creating Well-Rounded Characters’ Using Gameplay Elements.
ST 2020
Almeida Nascimento, Guilherme. Exploring player death and rebirth as game mechanics tied to moral decisions.
Ayrapetyan, Yervand. Video Game Adaptions Remakes of Action RPGs.
Bazoiu, Robert-Phillip. Historical Authenticity in Game Design Reconstructing Dracula´s Myth.
Campus Assumpcao, Francisco. Using a digital game to present a music genre – a case study of the Brazilian 19th century music genre Choro.
Manzar, Imaad. The Usability of Text-based Guidance in VR Trainings – Moving Towards a More Flexible Approach.
Stüttem, Tobias. Transformational Game Worlds: An Analysis of Game Mechanics that Change the Player’s Environment.
Zenker, Jerome. Playing for Fitness – Fostering healthy lifestyle through gamification-based affordances for behavioural change.
WT 2019/2020
Boccia, Alexander Paul. Studying the Connection between Electronica and Brutalism in Digital Games using Metroid Prime as a Primary Case.
Bozkurt, Can Mert. Simulating Migration and Integration in Digital Games: A Theoretical and Practical Exploration of Governmentality in an Audience Gaming Setting.
Lu, Weiguang. The Chinese Games Market – A critical analysis of the Chinese gaming industry from an economic and cultural point of view.
Tozato Escola, Ohana. An analysis of the history, theories, and best practices of environmental storytelling, including the application of the results to a VR prototype and its playtesting.
van Oosten, Janine Marianne Adine. In what way can Game Mechanics support Language Learning? 30% (writing) – A language learning game / prototype which use puzzle challenges to learn a language.
ST 2019
Brandis, Rüdiger Christoph. Simulating Migration and Integration in Digital Games: A Theoretical and Practical Exploration of Governmentality in an Audience Gaming Setting.
Gatti Carvalho, Thiago. Video Game Ballistics: Serious Simulation of Low Complexity Numeric Solutions.
Kiani Khalkhal, Yashar. Game Design Elements for Creating memorable Experience in First Person Adventure Game – A Theoretical And Practical Investigation.
Kumar, Krishna. Past, Present and Future Perspective of Procedural Content Generation in Games.
Marippurathu George, Sabin. Emotion elicitation through Player-NPC relationships in narrative games.
Overath, Heiko. Procedurally generating credible settlements in a productive environment.
Pieck, Martin. Brandschutzerziehung für Kinder im Grundschulalter durch digitale Spiele: eine theoretische und praktische Analyse.
Saldivar Garcia, Diego Enrique. Design Guidelines for Transcranial Magnetic Stimulation as a Game Mechanic & Level Design for Biopsychological Research.
WT 2018/2019
Ayaz, Anil. Developing an aesthestic concept for the game”DerpyConga” and reflecting on artistic and game design related questions in the context of procedural animation for digital games.
Dittmann, Malte. A Visual Conception of the Game Project “SwanSong” and a Critical Reftection of Art Production in Agile Envirements.
Knorr, Charlotte Malihe. Musical Semantics in Dynamic Game Music.
ST 2018
Grudokkostyushko, Daniil. Ihe game currency as a instrument for motivation.
Kiel, Nina. Digital Game and Sexual Education: A Review of the Literature and Conceptualisation of a Game Projekt.
Magallon Martinez, Rodolfo. Reverie: Eliciting nostalgia in a digital game through the reletionships between the player and the environment.
WT 2017/2018
Berkaoui, Djamel. Evolution of Video Game Tutonials, Analysis and Conversion of the Results into the Video Game Prototype “PURE”.
D’Ambra, Dario. The Theatrical Lens, : Narrative Game Design and Theater.
Schenke, Gerald Martin. The Design Space of Interactive Live Stream Gaming: A Theoretical and Practical Investigation.
ST 2017
Danilins, Jevgenijs. Adapting History in Games. History of Eighteen and Early Nineteen Century America in Video Games.
Elkady, Hassan. Approaching Design through Game-making: What can game-making teach non-designers about design?
Fabri, Falk Eric. Dynamic Difficulty Balancing in Action Games.
Glaap, Kevin. Code 7: A Text-Based Hacking Adventure.
Kim, Youngju. Playing with Multiple Camera Perspectives as Video Game Mechanies: Theoretical Analysis and Artistic Design.
Pingel, Milan Pico Wolfgang. Imprisoned Speech. Dialog Systems in Video Games: Theoretical and Pratical Design.
Schönfelder, Lutz. Procedural Generation and Simulation of Fantasy Worlds.
WT 2016/2017
Burbach, Jörg. The Future Perspectives of Point and Click Adventures.
López Soriano, Pablo. Star Formation and the Origins of Life: An Experimental Game Approach.
Okko, Zein. Code 7: A Text-Based Hacking Adventure.
Rawal, Harshit. Fitness tracker and motivations: How gamification amplifies the quantified self.
Romero Avila, Tanya Katherine. Implementationof SOUL PIECES, a platform-action-adventure-Big Puzzle game, and ananalysis of ihe game within the context of the Theory of Flow.
Zarichin, Aleksandra. Space Debrises: History, Analisys and Implementation of a WEB -Based Visualisation System.
ST 2016
Bonny, Anna Felicita. Der Escape Room ” Das Geheimnis von Duisburg Westende” – Eine Game Design Analyse.
Mariani, Corrado. Playing with Senses: How games with minimal graphics can trigger player imagination – a comparative analysis of existing games and the game project “Whisper”.
Schirra, Frederik. Marathon Mode – – On the pressentation, utilization and reception of time in games.
WT 2015/2016
Fawzy, Mohamed. A Framework for new ways of (Game) interaction, utilizing existing (CommonPlace) Hardware.
Kleinau, Lutz. A Framenwork for new ways of (Game) Interaction, utiling existing (Commonplace) Hardware.
WT 2014/2015
Johann, Carmen Katharina. The Function of Empathic Design for Serious Games – A Designer´s Perspective.
Pohl, Fabian. Hybridisierungsansätze von MMORPG-und Sandbox-Systemen.
ST 2013
Gögge, Benjamin. Die veränderte Zuschauerrolle im digitalen Zeitalter am Beispiel einer Projektskisse.
Herrmann, Claus Daniel. Room to play – digital games for a physical room.
Jungblut, Roman. Room to play digital games for a physial room.
Keitel, Maren. Konzeption und Entwicklung einer interaktiven Mutmachgeschichte für Kinder im Alter von 3 – 6 Jahren als Bilderbuch-App für Tablet-PCs.
Kreter, Tobias. Entwicklung eines multiperspektivischen 3D Spiels auf der Grundlage generativer Levelarchitektur.
Tillmanns, Katharina. Making it personal. Towards a personalized exerince for impact games.
ST 2012
Auson Ortega, Daniel Kuaishen. Playing with ants 6ither insects. An introduction to insect mimicry in games.
Hoefnagel, Jack. Narrative Gameplay through Meaningful Interaction using Natural User Interface.