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Article

Iten, Glena H. and Bopp, Julia Ayumi and Steiner, Clemens and Opwis, Klaus and Mekler, Elisa D.. (2018) Does a prosocial decision in video games lead to increased prosocial real-life behavior? The impact of reward and reasoning. Computers in human behavior, 89. pp. 163-172.

Landers, Richard N. and Tondello, Gustavo F. and Kappen, Dennis L. and Collmus, Andrew B. and Mekler, Elisa D. and Nacke, Lennart E.. (2018) Defining Gameful Experience as a Psychological State Caused by Gameplay: Replacing the Term 'Gamefulness' with Three Distinct Constructs. International journal of human-computer studies. pp. 1-14.

Mekler, Elisa D. and Brühlmann, Florian and Tuch, Alexandre N. and Opwis, Klaus. (2017) Towards understanding the effects of individual gamification elements on intrinsic motivation and performance. Computers in Human Behavior, 71. pp. 525-534.

Steinemann, Sharon T. and Iten, Glen H. and Opwis, Klaus and Forde, Seamus. F. and Frasseck, Lars and Mekler, Elisa D.. (2017) Interactive narratives affecting social change: A closer look at the relationship between interactivity and prosocial behavior. Journal of Media Psychology, 29. pp. 54-66.

Ooi, Yoon Phaik and Goh, Dion Hoe-Lian and Mekler, Elisa D. and Tuch, Alexandre N. and Boon, Jillian and Ang, Rebecca P. and Fung, Daniel and Gaab, Jens. (2015) Understanding Player Perceptions of RegnaTales, a Mobile Game for Teaching Social Problem Solving Skills. Proceedings ACM applied computing. pp. 167-172.

Roth, S. P. and Tuch, A. N. and Mekler, E. D. and Bargas-Avila, J. A. and Opwis, K.. (2013) Location matters, especially for non-salient features – An eye-tracking study on the effects of web object placement on different types of websites. International Journal of Human-Computer Studies, Vol. 71, H. 3. pp. 228-235.

Book Section

Brühlmann, Florian and Mekler, Elisa D.. (2018) Surveys in Games User Resarch. In: Games User Research. Oxford, UK, pp. 141-162.

Conference or Workshop Item

Bopp, Julia Ayumi and Opwis, Klaus and Mekler, Elisa D.. (2018) "An odd kind of pleasure": Differentiating emotional challenge in digital games. In: Proceedings of the 2018 CHI Conference on Human Factors in Computing Systems. New York, pp. 1-12.

Müller, Livia J. and Opwis, Klaus and Mekler, Elisa D.. (2018) "In a good way weird": Exploring positive experiences with technology-mediated pornography. In: Proceedings of the 36rd Annual ACM Conference on Human Factors in Computing Systems (CHI 2018). New York, pp. 1-6.

Vollenwyder, Beat and Schneider, Andrea and Krueger, Eva and Brühlmann, Florian and Opwis, Klaus and Mekler, Elisa D.. (2018) How to use plain and easy-to-read language for a positive user experience on websites. In: Proceedings of the 16th International Conference Computers Helping People with Special Needs (ICCHP 2018). Heidelberg, pp. 514-522.

Martin-Niedecken, Anna Lisa and Mekler, Elisa D.. (2018) The ExerCube: Participatory Design of an Immersive Fitness Game Environment. In: Serious Games. JCSG 2018. Cham, pp. 263-275.

Mekler, Elisa D. and Iacovides, Ioanna and Bopp, Julia Ayumi. (2018) A Game That Makes You Question... : Exploring the Role of Reflection for the Player Experience. In: Proceedings of the 2018 Annual Symposium on Computer-Human Interaction in Play. New York, pp. 315-327.

Law, Effie L. -C. and Brühlmann, Florian and Mekler, Elisa D.. (2018) Systematic Review and Validation of the Game Experience Questionnaire (GEQ) - Implications for Citation and Reporting Practice. In: Proceedings of the 2018 Annual Symposium on Computer-Human Interaction in Play. New York, pp. 257-270.

Petralito, Serge and Brühlmann, Florian and Iten, Glena and Mekler, Elisa D. and Opwis, Klaus. (2017) A good reason to die: How avatar death and high challenges enable positive experiences? In: Proceedings of the 35rd Annual ACM Conference on Human Factors in Computing Systems (CHI 2017), CHI 2017, May 6–11, 2017, Denver, CO, USA. pp. 5087-5097.

Bopp, Julia Ayumi and Mekler, Elisa D. and Opwis, Klaus. (2016) Negative emotion, positive experience? Emotionally Moving Moments in Digital Games. In: Proceedings of the 34rd Annual ACM Conference on Human Factors in Computing Systems (CHI 2016). New York, pp. 2996-3006.

Müller, Livia J. and Mekler, Elisa D. and Opwis, Klaus. (2016) Hedonic Enjoyment And Personal Expressiveness In Positive User Experiences. In: Proceedings of the 34rd Annual ACM Conference Extended Abstracts on Human Factors in Computing Systems (Extended Abstracts CHI 2016). New York, pp. 3166-3172.

Mekler, Elisa D. and Hornbæk, Kasper. (2016) Momentary Pleasure or Lasting Meaning? Distinguishing Eudaimonic and Hedonic User Experiences. In: Proceedings of the 34rd Annual ACM Conference on Human Factors in Computing Systems (CHI 2016). New York, pp. 4509-4520.

Steinemann, Sharon T. and Mekler, Elisa D. and Opwis, Klaus. (2016) The Winner Gives It All': Preliminary Results on The Role of Game Outcome on the Effectiveness of a Game for Change. In: CHI PLAY Companion '16: Proceedings of the 2016 Annual Symposium on Computer-Human Interaction in Play Companion Extended Abstracts. New York, NY, USA , pp. 291-298.

Endress, Sarah I. and Mekler, Elisa D. and Opwis, Klaus. (2016) "It's Like I Would Die as Well": Gratifications of Fearful Game Experience. In: CHI PLAY Companion '16: Proceedings of the 2016 Annual Symposium on Computer-Human Interaction in Play Companion Extended Abstracts. New York, NY, USA .

Forde, Seamus F. and Mekler, Elisa D. and Opwis, Klaus. (2016) Informational, but not Intrinsically Motivating Gamification': Preliminary Findings. In: CHI PLAY Companion '16: Proceedings of the 2016 Annual Symposium on Computer-Human Interaction in Play Companion Extended Abstracts. New York, NY, USA , pp. 157-163.

Steinemann, Sharon T. and Mekler, Elisa D. and Opwis, Klaus. (2015) Increasing Donating Behavior Through a Game for Change: The Role of Interactivity and Appreciation. In: CHI PLAY '15 Proceedings of the 2015 Annual Symposium on Computer-Human Interaction in Play. New York, pp. 319-329.

Bopp, Julia Ayumi and Mekler, Elisa D. and Opwis, Klaus. (2015) "It Was Sad But Still Good": Gratifications of Emotionally Moving Game Experiences. In: CHI EA '15 Proceedings of the 33rd Annual ACM Conference Extended Abstracts on Human Factors in Computing Systems. New York, pp. 1193-1198.

Müller, Livia J. and Mekler, Elisa D. and Opwis, Klaus. (2015) Facets In HCI: Towards Understanding Eudaimonic UX – Preliminary Findings. In: CHI EA '15 Proceedings of the 33rd Annual ACM Conference Extended Abstracts on Human Factors in Computing Systems. New York, pp. 2283-2288.

Forde, Seamus F. and Mekler, Elisa D. and Opwis, Klaus. (2015) Informational vs. Controlling Gamification: A Study Design. In: CHI PLAY '15 Proceedings of the 2015 Annual Symposium on Computer-Human Interaction in Play. New York, pp. 517-522.

Mekler, Elisa D. and Tuch, Alexandre N. and Martig, Anja Lea and Opwis, Klaus. (2014) A diary study exploring game completion and player experience. In: CHI PLAY 2014 : proceedings of the 2014 annual Symposium on Computer-Human Interaction in Play ; October 19-21, 2014, Toronto, ON, Canada. New York, pp. 433-434.

Mekler, E. D. and Bopp, J. A. and Tuch, A. N. and Opwis, K.. (2014) A systematic review of quantitative studies on the enjoyment of digital entertainment games. In: CHI 2014, one of a CHInd ; The 32nd Annual ACM Conference on Human Factors in Computing Systems, conference proceedings, Toronto, Canada, April 26 - May 1. New York, NY, pp. 927-936.

Hug, M. and Suter, N. and Mekler, E. and Opwis, K.. (2013) Ads suit up! Effects of website and advertiser credibility on consumer responses to banners ads. In: CHI '13 extended abstracts on human factors in computing systems, CHI '13. New York, pp. 1803-1808.

Mekler, Elisa D. and Brühlmann, Florian and Opwis, Klaus and Tuch, Alexandre N.. (2013) Disassembling gamification: the effects of points and meaning on user motivation and performance. In: CHI '13 extended abstracts on human factors in computing systems, CHI '13. New York, pp. 1137-1142.

Mekler, Elisa D. and Brühlmann, Florian and Opwis, Klaus and Tuch, Alexandre N.. (2013) Do points, levels and leaderboards harm intrinsic motivation?: an empirical analysis of common gamification elements. In: Gamification 2013 : proceedings of the first international conference on gameful design, research, and applications. pp. 66-73.

Thesis

Mekler, Elisa D.. The motivational potential of digital games and gamification - the relation between game elements, experience and behavior change. 2016, Doctoral Thesis, University of Basel, Faculty of Psychology.

Working Paper

Mekler, Elisa D. and Bopp, Julia Ayumi. (2015) Exploring the False Affective Dichotomy in Games – Emotions and Meta-Emotions.