Alexander Pfeiffer

Alexander Pfeiffer
Danube University Krems · Center for Applied Game Studies

Mag.; Dr.; MA; MBA

About

92
Publications
27,611
Reads
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86
Citations
Introduction
Alexander Pfeiffer is recipient of a Max Kade Fellowship awarded by the Austrian Academy of Sciences to work at MIT with The Education Arcade. His research focus as a postdoctoral fellow is on blockchain technologies and their impact on game-based education and learning assessment. Before joining MIT,Alexander headed the center for applied game studies at Danube-University Krems, Austria.He is co-founder of the Austrian-based tech start-up Picapipe GmbH and the Malta-based B&P Emerging Tech Lab.
Additional affiliations
July 2019 - December 2021
Massachusetts Institute of Technology
Position
  • PostDoc Position
Description
  • Recipient of a Max Kade Fellowship awarded by the Austrian Academy of Sciences. Research focus as a postdoctoral fellow is on blockchain technologies and their impact on game-based education and learning assessment.
April 2016 - present
Fachhochschule Burgenland GmbH
Position
  • Master's Student
Description
  • Supervision of selected Master Theses in the field of IT and Media Studies.
October 2011 - July 2019
Danube University Krems
Position
  • Head of Department
Description
  • Management of the Centre. Full staff and budget responsibility. Running the educational operation with ~ 200 students in six different master programs. Management of R&D projects and projects funded by the FFG, Erasmus+ and similar.
Education
September 2019 - May 2024
University of Malta
Field of study
  • Artificial Intelligence
January 2015 - June 2018
Wirtschaftsuniversität Wien
Field of study
  • Doctoral Program in Social and Economic Sciences
March 2012 - January 2014
Alaska Pacific University
Field of study
  • Strategic Leadership

Publications

Publications (92)
Conference Paper
Full-text available
The modern gamification movement, following the classical definition of Deterding (2011), is focused on the use of game elements in non-game applications. According to this definition, gamification elements use familiar elements from games to satisfy player needs, increase the user experience and motivation; hence ensuring a long-term use. However,...
Conference Paper
Full-text available
Not only have virtual currencies in digital games from the pre-Blockchain era helped to understand digital currency systems, but the idea that digital objects can have monetary value is a question of faith that has been expressed primarily through the gaming industry. In the world of business this is now called the 'token economy'. Blockchain as a...
Chapter
Full-text available
This paper looks at current projects in the field of Blockchain in education, their specific areas of application, possible advantages and weaknesses. Three examples developed by the team of authors are introduced in detail. First: Gallery-Defender a Serious Game, which was adapted to serve as a demonstrator in a stand-alone version to show the pos...
Conference Paper
Full-text available
An important aspect of knowledge management is the transfer of know-how between generations. This raises the question of how new employees, especially young professionals, can acquire this knowledge from older generations in an efficient and sustainable way. This can potentially necessitate the creation of incentives for both sides. For the older g...
Chapter
Full-text available
Qualified digital/electronic signatures from human employees or legal entities can be used to generate sub-signatures for AI-powered software or robots/bots at the moment the dedicated tasks are being executed. This makes it not only possible to determine who gave the order, but also to store milestones of the respective order on a decentralised di...
Article
Full-text available
Non-Fungible Tokens (NFTa) can either represent an original digital artwork, or act as a digital reference to the actual work. In both as digital references to the actual work. In both cases the record in the distributed ledger, mostly a blockchain-based database, intends to serve as a proof of ownership or transfer of rights. NFTs might also add a...
Article
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When it comes to initiatives engaging children - especially girls - in STEM education or careers, parents are often a neglected group, despite being regarded as the most important gatekeepers in this field because they can have an impact very early on. They frequently feel under-informed and, as a result, lack the self-confidence to take on this ro...
Conference Paper
Full-text available
From February to (originally) November 2021, the Esports School League Vienna was organised; including the preliminary round matches up to and including the semi-finals. Due to the COVID-19situation, which had drastically intensified from the beginning of November in Austria, the final was postponed to 2022. This paper will recap the last months fr...
Conference Paper
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Since 2012 we have been building the augmented reality system Magic Mirror based on Kinect V1 and V2’s native API. It relies on the magic mirror metaphor, where a large screen shows a mirrored camera view with overlaid graphical elements. In our case, it shows a different face mesh over the person’s face which reliably tracks face poses in real tim...
Chapter
Urban planning needs to discover and incorporate new energy sources to meet climate protection targets in the future. Waste heat from industrial and urban infrastructure has proven to be a viable solution, but its proper identification can be challenging, especially for smaller and unconventional sources. Our project relies on the principles of gam...
Chapter
Blockchain technologies are already being used in many different applications to secure specific data sets. For the same purpose, blockchain is also used in digital games. This technology is not only discussed, but also actively implemented in the educational sector, for example, in such projects as “Blockcerts”. Typical applications are issuing ce...
Conference Paper
Full-text available
Availability of reliable data is one of the most important elements for fact-based decisions. Urban planning and spatial energy planning often suffers from a lack of availability of good, validated and up-to-date data sets. Furthermore, integrated spatial and energy planning needs to incorporate new spatially distributed energy sources and understa...
Conference Paper
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Despite various measures to promote cycling, the overall proportion of journeys taken by bike in Austria has improved only slightly in recent years. As part of its mobility strategy, the Austrian Federal Government has set itself the target of doubling the proportion of journeys taken by bike in in 7 years. To this end, motivational or behavioural...
Conference Paper
Full-text available
The education system is subject to an ongoing digital transformation. The administrative departments should be able to handle grading, admissions, enrolments and recognition of certificates securely and quickly. Course managers should not only have faith in e-learning but also in e-assessment. And finally, learners should be able to access course m...
Conference Paper
Full-text available
Internationally and nationally, efforts to promote active, health-promoting and sufficient mobility are increasingly becoming the focus of attention. This is being triggered by, amongst other things, a growing lack of exercise, intensified climate protection efforts and the increasing burden of motorized private transport (e.g. the increase in poll...
Conference Paper
Full-text available
In recent years, a clear trend towards personalised learning experiences has emerged. Individual preferences are in the foreground and should be made possible, for example, through selectable choices. If these courses take place in the same educational institution, the handling of credit and the clear allocation to learning outcomes is usually poss...
Conference Paper
Full-text available
In addition to the actual core content of games, the user journey or user experience in digital games is becoming more and more important. The menu structure should be as intuitive as possible. Features that are important should be displayed to the player at the moment when the game engine assumes that access is necessary. The player should then re...
Conference Paper
Full-text available
In the last decade, various pricing models have been developed around computer games. The classic model is games that are bought at a fixed price and no further spending is necessary. However, for some of these games, there are frequent content expansions, such as new stories, available to purchase. Other games have an initial price and a subscript...
Conference Paper
Full-text available
In addition to the general intentional scattering of fake news and its conscious or unconscious sharing on social media networks, the problem of checking the origin of source material from the perspective of the consumer is evident. This is especially the case if the original material was not created and registered with great care by established an...
Conference Paper
Full-text available
This paper examines the use of digital storytelling by Austrian non-profit organizations (NPOs). Storytelling is an innovative communication tool that is particularly well suited to arouse emotions and build relationships. In today's stimulus-flooded society, stories communicate what really counts and consequently social media have created new plat...
Conference Paper
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The music industry has evolved significantly over the last few decades, from cassette to compact disk to MP3 and now to subscription-based streaming. Simultaneously, there has been a return to analogue, especially to vinyl records. In 2021, a major record label will introduce a new kind of vinyl. From the original master tapes, one-of-a-kind copies...
Conference Paper
Full-text available
Peer2Peer communication can take place in the traditional way via e-mail, forums or social media. One also finds dedicated apps for communication or organized in groups, such as WhatsApp, Telegram or Discord, the latter being particularly popular with digital gamers. Online games are another medium which can foster communication between people over...
Conference Paper
Full-text available
Games and gamification can potentially inform and transform learning by providing meaningful and engaging learning environments. The application of Artificial Intelligence (AI) algorithms and systems in education is envisaged as an opportunity to provide students with adaptive and personalized learning, especially in the context of mobile learning...
Conference Paper
Full-text available
The rise of interest of Esports combined with the interest of spectating other people playing games has increased immensely over the last years. For example, according to a study conducted in 2019 on behalf of Austrian Entertainment Software Association, 5.3 million people currently play games in Austria alone, 2.6 million of them daily. To compare...
Conference Paper
Full-text available
While the technological dimension of our digital world is advancing at a rapid pace, the Covid-19 crisis has revealed that the digital transformation and readiness of schools and adult education, is having difficulties in adapting and keeping up. However, at the same time, the crisis has exposed the importance and central role of digital technologi...
Conference Paper
Full-text available
Many games take us into a fantasy world. “The Sims“ take us into a kind of everyday life. The game “The Sims“ has coined the term life simulation as a new genre of digital games. A life simulation is a digital game that enables the simulation and presentation of a life cycle of an object or person according to previously defined rules. Thus, it rep...
Conference Paper
Full-text available
Digital technologies have changed and continue to shape the way students interact with learning material, both in traditional and informal education. Adaptive learning methodologies offer an interesting avenue for personalized learning, whereas every individual student is presented with tailormade content, specifically based on the distinct strengt...
Conference Paper
Full-text available
The forgery and fraudulent behaviour associated with examination results and academic certificates at the different stages from storing, publishing, transfer to verification, remain a major cybercrime issue within the educational sector. In this paper, the authors discuss the technological dimension underpinning such issues and propose a system con...
Conference Paper
Full-text available
The games segment is growing steadily and is a major part of the entertainment industry. In particular, the Free2Play games, or games that primarily rely on mechanics like in-game purchases which are playable on mobile devices, play an important role. In the context of virtual items, online role-playing games and multiplayer online battle arenas, s...
Poster
Full-text available
In Cycle4Value (C4V), a transparent and low-threshold reward model to promote cycling based on the key technology blockchain is being researched and tested in practice for the first time. The economic, health and ecological benefits are presented in a simple and comprehensible way and, after a plausibility check using a pretrained machine learning...
Conference Paper
Full-text available
In Cycle4Value (C4V), a transparent and low-threshold reward model to promote cycling based on the key technology blockchain is being researched and tested in practice for the first time. The economic, health and ecological benefits are presented in a simple and comprehensible way and, after a plausibility check using a pretrained machine learning...
Chapter
Videogames allow us to immerse ourselves in worlds that are reflective of cultural phenomena. At the same time, games are in the process of occupying and utilising the real world as a part of the game. The book provides a combination of theoretical and practical approaches to mixed reality through the lenses of game studies and pedagogy. These nove...
Article
Full-text available
https://journals.univie.ac.at/index.php/mp/article/view/5241: Dieser Medienimpulsebeitrag soll die Überlegungen aufzeigen, welche dem neu gegründeten digital/medienlab Space21Future in Floridsdorf/Wien zugrunde liegen. Weiters soll erläutert werden, wie das Space21Future inmitten der Covid-19-Situation aufgebaut wird und trotz eines ständigen Wech...
Preprint
Full-text available
In Cycle4Value (C4V), a transparent and low-threshold reward model to promote cycling based on the key technology blockchain is being researched and tested in practice for the first time. The economic, health and ecological benefits are presented in a simple and comprehensible way and, after a plausibility check using a pretrained machine learning...
Conference Paper
Full-text available
In the educational sector even the most sophisticated digital environments will not make human interaction obsolete, as learning and education are inherently social processes. This also means that any application that involves learning and assessment must deal with problems resulting from human error. Some of these problems can effectively be count...
Conference Paper
Full-text available
Besides the pure application of serious games as tools for knowledge transfer, a further trend has been observed in the last few years: The creation of games as an opportunity to gain practical experience and thereby also build up valuable knowledge. In this context several approaches are possible, such as using paper prototyping, game maker tools...
Conference Paper
Full-text available
The rapidly enforced lockdown and school closures in many countries have shaken up school and university life from one day to the other. Educational institutions which, due to geographical circumstances, focus on adult continuing education or are by charter defined as pilot schools, have been able to react quickly to these new circumstances. Howeve...
Conference Paper
Bullying can have various negative short and long-term consequences for adolescents. With online technology expanding the occasions for bullying, developing solutions to prevent bullying and cyberbullying has become even more pressing. We have developed two prototypes of educational games to raise awareness of the consequences of bullying among ado...
Conference Paper
Full-text available
The rapid changes brought about by digital technologies in education offer rich, personalised and differentiated modes of e-learning. However, the anytime, anywhere access to teaching, learning and assessment material requires a paradigm shift in the conceptualisation and implementation of validation, verification, authentication and storing of stu...
Poster
Full-text available
Best Poster Award at ECIAIR 20: Posthuman network architecture is presupposed by the earliest projects on blockchain, such as the white paper of Bitcoin. Vidan and Lehdonvirta notice: “Nakamoto here seems to appreciate Actor-Network Theory’s call for symmetry by equating participants and nodes, votes, and CPUs. His imagined community fully embraces...
Conference Paper
Full-text available
Digital/electronic identities are essential components of collaborative robots/robots and human-robot/robot-human interactions. Through such identities, digital agents (AI powered software or robots/bots) are entrusted with tasks in the name of certain individuals/companies. Digital identities can come from various sources; these can be assigned by...
Poster
Full-text available
This poster looks at three examples in regards to Blockchain and education developed by the team of authors. First: Gallery-Defender a Serious Game, which was adapted to serve as a demonstrator in a stand-alone version to show the possibility to carry out exams directly from within the game and store the grades and meta-data on Blockchain. Second:...
Chapter
Full-text available
Das Bildungssystem unterliegt einem ständigen digitalen Wandel. Die administrativen Abteilungen sollten in der Lage sein, Benotung, Zulassung, Immatrikulation und Anerkennung von Zeugnissen sicher und schnell zu handhaben. Kursverantwortliche sollten nicht nur Vertrauen in E-Learning, sondern auch in die Online-Bewertung haben. Und schließlich soll...
Conference Paper
Full-text available
Facebook has proposed to integrate the cryptocurrency 'Libra' into its services, a plan which has been heavily discussed in science, businessand politics. On Steemit.com one receives a tradable-token namend Steem in return for writing popular articles or post comments while at Wildspark.me one is rewarded for discovering the next big YouTube video....
Conference Paper
The term nudge or nudging originally derives from the field of behavioural economics and describes a soft type of influence with the goal to elicit a certain behaviour. Thaler & Sunstein (1975) define nudging as a positive intervention that stimulates a voluntary change in behaviour without including external (negative) consequences. The idea of nu...
Conference Paper
Full-text available
Once information is stored on the Blockchain, it cannot be altered retroactively. This immutability makes Blockchain technology an ideal candidate to secure learning achievements and educational credentials. Keeping data trustworthy, secure and manipulation-proof has become an increasing issue in education due to the rise of digital learning enviro...
Preprint
Full-text available
Accepted for Pfeiffer, A.; Sedlecky, G (2020) An Introduction to Gambling in the Context of Game Studies. In: Emir Bektic / Daniela Bruns / Sonja Gabriel / Florian Kelle / Gerhard Pölsterl / Felix Schniz (eds.) Mixed Reality and Games, Theoretical and Practical Approaches in Game Studies and Education, Transkript Verlag (in print) | Gambling (such...
Preprint
During the past two years we developed a physics game following a unique design principle. Many educational games currently available on the market solely focus on knowledge transfer following a behaviourist principle (Annetta, 2010). The learner is confronted with more or less demanding tasks which are solved using the trial and error method (Skin...
Preprint
Full-text available
Update July 2020 printed in: A. Pfeiffer, S. Bezzina, T. Wernbacher, S. Kriglstein (2020) THE ROLE OF BLOCKCHAIN TECHNOLOGIES IN DIGITAL ASSESSMENT, EDULEARN20 Proceedings, pp. 395-403. 10.21125/edulearn.2020.0175 Once information is stored on the Blockchain, it cannot be altered retroactively. This immutability makes Blockchain technology an idea...
Preprint
Full-text available
Update July 2020 printed in: T. Wernbacher, A. Pfeiffer, S. Kriglstein, S. Bezzina (2020) THE POWER OF NUDGING FOR VIRTUAL LEARNING ENVIRONMENTS, EDULEARN20 Proceedings, pp. 391-394. 10.21125/edulearn.2020.0174 The term nudge or nudging originally derives from the field of behavioural economics and describes a soft type of influence with the goal...
Preprint
Full-text available
Accepted Paper at: https://seegamesws.wordpress.com/accepted-papers | The rise of interest in Esports and in spectating other people playing games increased over the years and has developed into a mass phenomenon. However, there still exists a big gap between people who love Esports and people who don't. This gap itself was probably just as big sev...
Chapter
Full-text available
For more than 13 years, the Center for Applied Game Studies at the Danube University Krems, Austria, has conducted game-based learning research. Guided by the pragmatic aim to enable classroom integration of game-based learning on a broad scale, this research has centered on the development of a gbl-toolkit for (and in cooperation with) teachers, e...
Conference Paper
Full-text available
For almost 12 years, the Center for Applied Game Studies at the Danube-University Krems, Austria, has conducted game-based learning (GBL) research. Guided by the aim to enable classroom integration of game-based learning on a broad scale, this research has centered on the development of a GBL toolkit for (and in cooperation with) teachers, enabling...
Preprint
Full-text available
In recent decades, a stagnation or even a decline in pedestrian traffic has been observed in many cities, despite the ambitious efforts of national and international action plans, strategies and initiatives. Our project, which is named "Walk Your City", addresses this problem by designing, developing and evaluating an innovative behavioural-based p...
Preprint
Full-text available
This is a short summary of a category proposal for blockchain-based tokens by Alexander Pfeiffer as pre-print: 1. Cryptocurrencies: Tokens with the purpose to serve as currency supplement and to transfer monetary values. Traded on dedicated exchanges or over the counter. [Like Bitcoin (BTC), Litecoin (LTC), Ripple (XRP)] 2. Stable-Coin: Tokens w...
Preprint
Full-text available
Dieses Dokument fasst die Schlüsselerkenntnisse der Doktorarbeit zu folgenden Punkten zusammen: Schlüsselerkenntnisse aus der quantitativen Erhebung; Erhebung 1 N=727, Erhebung 2 N=1608: • Spielmotive • Spieleigenschaften • Spielelemente im Rahmen von Gamification Prozessen • Spieldauer • Geschlechtsunterschiede • Spielerfahrung und Investition • S...
Preprint
Full-text available
This document summarises the key findings of the doctoral thesis by Alexander Pfeiffer (Vienna University of Economics and Business Administration) entitled "Approaching the ludic society.”: Key findings from the quantitative survey; survey 1 N=727, survey 2 N=1608: - Motives for playing - Play characteristics - Game elements - Game elements in...
Preprint
The education system is subject to an ongoing digital transformation. The administrative departments should be able to handle grading, admissions, enrolments and recognition of certificates securely and quickly. Course managers should not only have faith in e-learning but also in e-assessment. And finally, learners should be able to access course m...
Preprint
In this chapter, we present a glimpse into a possible future , in which qualified digital/electronic signatures from human employees or legal entities generate sub-signatures for AI-powered software or robots/bots are created simultaneously with the arrangement of the main task. This makes it not only possible to clearly determine who gave the orde...
Article
This study, pursues the following three goals, namely the introduction and discussion regarding Blockchain technologies in education in general and serious games in particular; a definition and proposal of a category system for digital games with the aim not only to teach but also to assess; and a description of the serious game Gallery Defender, o...
Chapter
Full-text available
Remark: This study is based on the project ‘Blockchain technologies and their impact on game-based Education and Learning Assessment’ funded by a Max Kade NY Foundation grant, awarded by the Austrian Academy of Sciences to Alexander Pfeiffer.: This study, pursues the following three goals, namely the introduction and discussion regarding Blockcha...
Chapter
Full-text available
New problems emerge as digital space becomes not only a space for teaching and learning, but also for evaluating learning success and for storing and exchanging learning credentials. The paper discusses two strains of innovative education: (1) the merging of game-based learning with the game-based assessment of learning success and (2) the use of b...
Conference Paper
Full-text available
The importance of online trading is steadily increasing both nationally and internationally and will reach a market volume of 354 billion euros in 2020 for clothing alone. This rapid increase in parcel volume, but also the high number of returned goods - which account for up to 60% of deliveries - poses new challenges in the light of climate change...
Presentation
Full-text available
Ob in digitaler oder analoger Form – Spiele sind längst ein bedeutender Teil unserer Gesellschaft geworden. Das Spiel und damit der „homo ludens“ zeigen sich gegenwärtig in vielfältiger Form. Der Nutzen des Spiels geht jedoch weit über den alleinigen Unterhaltungswert hinaus; welchen konkret, das diskutierte am 5. November in Wien die Blue Hour in...