• Home
  • Athanasios Mazarakis
Athanasios Mazarakis

Athanasios Mazarakis
ZBW – Leibniz Information Centre for Economics · Web Science

Dr. rer. pol., Dipl.-Psych.
Project manager and researcher on gamification, virtual assistants, and AR. Open to collaboration and new challenges.

About

95
Publications
23,332
Reads
How we measure 'reads'
A 'read' is counted each time someone views a publication summary (such as the title, abstract, and list of authors), clicks on a figure, or views or downloads the full-text. Learn more
371
Citations
Citations since 2017
44 Research Items
298 Citations
20172018201920202021202220230204060
20172018201920202021202220230204060
20172018201920202021202220230204060
20172018201920202021202220230204060
Introduction
Athanasios Mazarakis currently works at the ZBW – Leibniz Information Centre for Economics at the Web Science group and is associated with the Department of Computer Science, Kiel University. Athanasios does research in Gamification, Human-Computer Interaction, Open Science, Augmented Reality, Conversational and Virtual Assistants, and Data Science for Smart/Small Data.
Additional affiliations
January 2014 - present
Christian-Albrechts-Universität zu Kiel
Position
  • PostDoc Position
January 2009 - June 2013
FZI Forschungszentrum Informatik
Position
  • Research Assistant
March 2008 - December 2008
Universität Mannheim
Position
  • Research Assistant
Education
October 2001 - February 2008
Universität Mannheim
Field of study
  • Psychology

Publications

Publications (95)
Article
Motivation of students is crucial for effective usage of technology enhanced learning. Still, many approaches fall short in supporting long-term motivation. This paper presents the results of six studies using feedback mechanisms to increase user participation with different learning tools. Additionally a new feedback is introduced, called Social R...
Article
Full-text available
Gamification can help to increase motivation for various activities. As a fundamental concept in HCI, gamification has connections with various fields involving mixed reality, health care, or education. This article presents the expertise of 106 gamification specialists who participated in four workshops called “Gam-R — Gamification Reloaded.” The...
Article
Full-text available
Current gamification research usually examines several game design elements at the same time, which makes it difficult to distinguish how and to what extent individual game design elements increase motivation. We address this research question by individually examining four game design elements (progress bar, narrative, feedback, and badges) in an...
Article
Full-text available
Intelligent virtual assistants (IVAs) like Amazon Alexa or Google Assistant have become increasingly popular in recent years, and research into the topic is growing accordingly. A major challenge in designing IVA applications is making them appealing. Gamification as a concept might help to boost motivation when using IVAs. Visual representation of...
Article
Full-text available
Gamification can increase motivation in learning, and intelligent virtual assistants (IVAs) can support foreign language learning at home. However, there is a lack of design concepts to motivate learners to practice with their IVA. This study combines both concepts and analyzes if audio-gamification can increase engagement to address this research...
Conference Paper
Full-text available
Punkte zählen zu den am meisten verwendeten Spieldesignelemen-ten im Bereich von Gamification. Allerdings existieren keine Studi-en dazu, welche konkreten Punktewerte sinnvoll sind und wann zu wenig oder zu viele Punkte vergeben werden könnten. In der vorlie-genden Umfragestudie wurden die Daten von 160 Teilnehmenden analysiert, wobei 154 Teilnehme...
Conference Paper
Full-text available
The “Gam-R – Gamification Reloaded” series hosts a regular international workshop on gamification and related topics. Gamification as a scientific concept for using game-like elements in a non-game context is here to stay. The results of the past four workshops were summarized to identify current and future gamification trends and form the basis fo...
Conference Paper
This study presents a first experimental approach for the use of intelligent virtual assistants (IVA) to support political participation. In order to involve as many citizens as possible in participatory political processes, such as the search for a repository site for high-level radioactive waste, IVAs could offer a possibility to convey informati...
Conference Paper
Full-text available
Nach über 60 Jahren Nutzung ziviler Kernenergie in Deutschland und dem Atomausstieg bis 2022 stellt sich die Frage nach der Endlagerung (hoch-)radioaktiven Abfällen mit stetig steigender Dringlichkeit. Für die Endlagersuche in Deutschland trat 2017 das Standortauswahlgesetz (StandAG) in Kraft, das ein partizipatives, wissenschaftsbasiertes und tran...
Conference Paper
Full-text available
Gam-R – Gamification Reloaded 4th International Workshop in Conjunction with the Mensch und Computer 2021 Conference in Ingolstadt, Germany
Conference Paper
Full-text available
Der Beitrag berichtet die Ergebnisse einer Proof-of-Concept-Studie zur wahrgenommenen Wissenschaftlichkeit von Tweets. Im Rahmen eines online durchgeführten Experiments wurden Proband_innen in einem Fragebogen manuell thematisch-kategorisierte Tweets aus einer Tweet-Sammlung zur Bewertung vorgelegt, die aus medizinischen Hashtags generiert wurden....
Article
Full-text available
The amount of annually published scholarly articles is growing steadily, as is the number of indicators through which impact of publications is measured. Little is known about how the increasing variety of available metrics affects researchers' processes of selecting literature to read. We conducted ranking experiments embedded into an online surve...
Experiment Findings
Full-text available
Das Vorhaben Klassifizierung wissenschaftlicher Tweets (KlawiT) ging der Frage nach, inwieweit sich im Social-Media- und Kurzmitteilungsdienst Twitter eine wissenschaftliche Nutzung von einer nicht-wissenschaftlichen Nutzung abgrenzen lässt bzw. welche Kriterien sich hierfür aufstellen lassen. Daraus ergeben sich Anhaltspunkte, wie Nutzende agieren...
Conference Paper
Gamification erfährt als wissenschaftliches Konzept zum Einsatz von spieltypischen Elementen in einem spielfremden Kontext steigende Anerkennung und Adaption in den unterschiedlichsten Forschungs- und Anwendungsbereichen. Auch vergangene Mensch und Computer Konferenzen zeigen die Relevanz des Konzepts für Forschende und Praktiker*innen im Bereich M...
Conference Paper
In this submission, a new concept for the application of augmented reality in warehouse management is presented. The new tool offers the possibility to visualize the turnover rate of products in a warehouse and to optimize the location of products according to this key performance indicator. A prototype of the application was developed for the Micr...
Conference Paper
Full-text available
Gamification is the use of game-design elements in non-game contexts. Gamification has been used in many different contexts to motivate different audiences, but the effect on scientists has not yet been sufficiently investigated. In a field study with 28 scientists the effects of the game design elements badge and progress bar are examined for thei...
Article
Full-text available
Aspects of open science and scholarly practices are often discussed with a focus on research and research dissemination processes. There is currently less discussion on open science and its influence on learning and teaching in higher education, and reversely. This paper discusses open science in relation to educational practices and resources and...
Preprint
Full-text available
Most scientists are aware that, in addition to the traditional and subscription-based publication model, there is also the possibility of publishing their research in open access. Various surveys show that scientists are in favour of this new model. Nevertheless, the transition to open access has been very slow so far. In order to accelerate this p...
Conference Paper
Full-text available
Computer-und Videospiele sind ein äußerst vielfältiges Themengebiet, welches insbesondere für den Bereich der Mensch-Computer-Interaktion in den letzten Jahren als Forschungsgebiet zunehmend an Relevanz gewonnen hat. Neben der wissenschaftlichen Theorie ist insbesondere die praktische Erfahrung mit der Konzeption und der technischen Realisierung vo...
Conference Paper
Full-text available
Gamification erfährt als wissenschaftliches Konzept zum Einsatz von spieltypischen Elementen in einem spielfremden Kontext steigende Anerkennung und Adaption in den unterschiedlichsten Forschungs- und Anwendungsbereichen. Auch vergangene Mensch und Computer Konferenzen zeigen die Relevanz des Konzepts für Forschende und Praktiker*innen im Bereich M...
Conference Paper
Full-text available
Obwohl den meisten Wissenschaftler/innen bekannt ist, dass es neben dem traditionellen und abonnementbasierten Publikationsmodell, auch die Möglichkeit existiert, ihre Forschung Open Access zu publizieren und Wissenschaftler/innen dieses neue Modell laut verschiedenen Umfragen überwiegend befürworten, findet die Transformation zu Open Access bisher...
Conference Paper
Full-text available
In gamification research, most game design elements are currently being tested simultaneously. To gain more detailed knowledge about the effect of game design elements in non-game contexts, the impact of individual elements should be considered more closely. Also, the interactive experience of using augmented reality in real-world environment is be...
Article
Full-text available
In the battle for better science, the research community must obliterate, at times, works from the publication record, a process known as retraction. Additionally, publications and papers accumulate an altmetric attention score, which is a complementary metric to citation-based metrics. We used the citations, Journal Impact Factor, time between pub...
Technical Report
Full-text available
https://blogs.lse.ac.uk/impactofsocialsciences/2019/03/20/if-you-use-social-media-then-you-are-not-working-how-do-social-scientists-perceive-altmetrics-and-online-forms-of-scholarly-communication/ Altmetrics – web-based measures of research usage – have existed for a decade. However, a significant proportion of social science research fails to reg...
Conference Paper
Full-text available
Collaborative via Social Media 2019 kicks off its inaugural year by introducing three impactful new articles discussing dimensions of social media's facilitating role in group processes. This short article sets the stage for the minitrack, introduces the papers, and concludes with areas of future interest. Looking ahead to Collaboration via Social...
Article
Full-text available
The Social Sciences have long been struggling with quantitative forms of research assessment—insufficient coverage in prominent citation indices and overall lower citation counts than in STM subject areas have led to a widespread weariness regarding bibliometric evaluations among social scientists. Fueled by the rise of the social web, new hope is...
Technical Report
German: https://www.zbw-mediatalk.eu/de/2018/12/a-self-expriment-in-fake-science-the-tricks-of-predatory-journals/ English: https://www.zbw-mediatalk.eu/2018/12/a-self-expriment-in-fake-science-the-tricks-of-predatory-journals/
Technical Report
https://lab.sub.uni-goettingen.de/gamification.html
Conference Paper
Full-text available
In einem Experiment mit 66 untersuchten Probanden wurde die motivierende Wirkung der beiden Spielelemente Abzeichen und Bestenliste im Umfeld eines durch Augmented Reality gestützten Lagerprozessesbetrachtet. Konkret wurde die Wirkung der beiden Elemente auf die individuelle Motivation der Probanden und die Geschwindigkeit bei der Ausführung von Ar...
Conference Paper
Full-text available
An experiment with 66 subjects was conducted within an augmented reality (AR) order-picking task using Microsoft HoloLens. The objective of the experiment was to test the use of gamification in AR order-picking. Also, another goal was to identify problems in the development of the AR software as well as to detect general problems with the use of AR...
Conference Paper
Full-text available
Erläuterung des Themas und der Inhalte von Gam-R – Gamification Reloaded
Article
Full-text available
Social media and the resulting tidal wave of the available data have changed the ways and methods researchers analyze communities at scale. But the full potential for social scientists (and others) is not yet achieved. Despite the popularity of social media analysis in the past decade, few researchers invest in cross-platform analyses. This is a ma...
Article
Full-text available
Measuring research impact is important for ranking publications in academic search engines and for research evaluation. Social media metrics or altmetrics measure the impact of scientific work based on social media activity. Altmetrics are complementary to traditional, citation-based metrics, e.g. allowing the assessment of new publications for whi...
Conference Paper
Gamification aims to increase motivation in non-game contexts by using game design elements. Usually gamification research examines the impact of multiple game design elements, making it almost impossible to find out how and to what extent these elements individually contribute to user motivation. To narrow this research gap the present study uses...
Article
While web‐based indicators for scientific impact – so‐called altmetrics – have an increasing uptake as means for research evaluation, many questions regarding their actual meanings remain unanswered. In this article we analyse the data from a survey about researchers' use of 107 online actions that underlie potential altmetrics to discover whether...
Conference Paper
Full-text available
Unfair reputation systems, slow payments, lack of transparency, and socio-spatial inequalities are only some of the many reasons for conflicts in crowdsourcing. The divisive logic of the system and the sharing processes in the peer-community create interesting dynamics and new foci on old conflicts. In this workshop we explore the reasons, processe...
Conference Paper
Social media and the resulting tidal wave of available data have changed the ways and methods researchers analyze communities at scale. But the full potential for social scientists (and others) is not yet achieved. Despite the popularity of social media analysis in the past decade, few researchers invest in cross-platform analyses. This is a major...
Conference Paper
Full-text available
This workshop aims to examine and categorize types of participation within crowd work in areas such as crowdsourced policymaking, crisis management, citizen science and paid crowd work. In our previous workshops we have looked into the essence of crowds, including the crowd members’ identities, their roles and motivations. One of the motivating fac...
Technical Report
https://www.zbw-mediatalk.eu/de/2016/05/als-roboter-in-den-usa-eine-etwas-andere-konferenzteilnahme/
Article
Microblogging activity as supported by Twitter has rapidly gained a lot of attention within the scientific community. For example, the organizers of scientific conferences started exploiting Twitter for various reasons, e.g., engaging customers via backchannel, or providing awareness support for stakeholders. We assume that there is no equal distri...
Poster
Digging Conference Tweets and Finding Conference Related Tweeting Behavior and Gender Disparities
Conference Paper
Full-text available
Microblogging activity as supported by Twitter has rapidly gained a lot of attention within the scientific community. For example, the organizers of scientific conferences started exploiting Twitter for various reasons, e.g., engaging customers via backchannel, or providing awareness support for stakeholders. We assume that there is no equal distri...
Conference Paper
Full-text available
In this paper we study the situation of scholarly communication in Economics and Business Studies in Germany. We combine findings from an online survey, focus group interviews and a panel discussion. Some of the results of the survey are that economists at German universities and research institutes most frequently use the online encyclopedia Wikip...
Conference Paper
Scientists mainly tweet during scientific conferences to share information. Previous studies analyzed tweets only on a daily basis (Ross et al., 2011) whereas we assume that tweets are not equally distributed over the day - instead: Twitter activity might peak due to particular events. The present study analyzes tweets on an hourly and half-hourly...
Article
Full-text available
In this paper, we present our research on the impact of gamification – ‘the use of game design elements in non-game contexts’ – to increase the motivation of students to use PLEs (Personal Learning Environments) that enhance interaction and support reflection in lectures. To examine this, we conducted an experiment with the Live-Interest-Meter (LIM...
Conference Paper
Full-text available
In this paper, we present our research on the impact of gamification – ‘the use of game design elements in non-game contexts’ – to increase the motivation of students to use PLEs (Personal Learning Environments). To examine this, we conducted an experiment with the Live-Interest-Meter (LIM), a Quantified Self (QS) application to improve the learnin...
Article
Full-text available
The level of similarity of knowledge work across occupations and industries allows for the design of supportive information and communication technology (ICT) that can be widely used. In a previous ethnographically-informed study, we identified activities to be supported to increase knowledge maturing, conceptualized as goal-oriented learning on a...
Thesis
Full-text available
Eine der bekanntesten Web 2.0 Anwendungen ist Wikipedia, welche als Grundlage ein Wiki nutzt. Wikis sind Wissensmanagementwerkzeuge zur kollaborativen Erstellung von Inhalten und werden sowohl in Unternehmen als auch in Schulen und Hochschulen verwendet. Allerdings sind Wikis regelmäßig von einer hohen Nichtbeteiligung betroffen und können deswegen...
Article
Full-text available
This paper examines the role of feedback in the area of learning analytics. It introduces three different types of feedbacks, which enhance the motivation to play a learning game significantly longer than without feedback. A field experiment with 55 subjects has been conducted and evaluated to support these assumptions. Finally, the paper details t...
Conference Paper
Full-text available
The application of lean principles and agile project management techniques in the domain of large-scale software product development has gained tremendous momentum over the last decade. This results in empowerment of individuals which leads to increased flexibility but at the same time sacrifices managerial control through traditional steering prac...
Article
Um mit multimedialen Inhalten zu lernen, existieren unter anderem die Cognitive Load Theory. Daraus sind viele Effekte entstanden, wobei einer der bekanntesten der split- attention effect ist. Dieser Effekt postuliert, dass die Lernergebnisse für den Lernenden umso besser ausfallen, je näher Text und Bild beieinander sind. U m nun diesen Effekt gen...
Conference Paper
Organizations increasingly recognize the potentials and needs of supporting and guiding the substantial individual and collaborative learning efforts made in the work place. Many interventions have been made into leveraging resources for organizational learning, ultimately aimed at improving effectiveness, innovation and productivity of knowledge w...
Conference Paper
The financial crisis has kept the world busy since 2007. The resulting difficulties in accessing liquidity and low interest rates on deposits strengthened the importance of proper liquidity planning. These challenges are even greater for globally spread enterprises in which currency-specific liquidity planning implies decentralized processes. These...
Conference Paper
Full-text available
The success of Wikis depends very strongly on the user participation and the willingness to edit. In this paper we examine within an experiment which influence different kinds of feedback have on the motivation to edit a Wiki page. The results indicate a positive impact of feedback on the willingness to participate in the Wiki for any of the used f...
Conference Paper
Full-text available
Der Erfolg vonW ikis hängts ehr stark von der Nutzerbeteiligung und derB ereitschaft,B eiträge zu verfassen, ab.I mv orliegendenA rtikelw ird untersucht,w elchen Einflussv erschiedene Feedbackarten auf dieM otivation, Beiträgez us chreiben,h aben.I mR ahmen einesf ünfmonatigenF eldexperiments wurdenv erschiedene Feedbackmechanismen in einemv orlesu...
Conference Paper
Macroeconomic forecasts are used extensively in industry and government despite the lack of accuracy and reliability. Prediction markets as a community forecasting method have begun to gain interest in academia industry alike. An open question is how to design incentive schemes and feedback mechanisms to motivate online communities to contribute an...
Conference Paper
Full-text available
The success and sustainability of informal learning support at the workplace largely depends on motivational, social, and cultural aspects of the involved individuals, teams, and organizations. In this paper, we present our empirical findings from a large-scale interview-based study on those aspects with respect to knowledge development in companie...
Conference Paper
Full-text available
Knowledge work is performed in all occupations and across all industries. The level of similarity of knowledge work allows for designing supporting tools that can be widely used. In this paper an activity-based perspective towards knowledge work is taken. Based on findings from a previous ethnographically-informed study, we identified valuable acti...
Article
Full-text available
The notions of collaborative information seeking (CIS) and social search have extended the classical model of information seeking and retrieval. In its core, CIS and social search acknowledge the existence of multiple users and study their implicit and explicit interactions across various dimensions. In this paper, we argue to further extend the sc...
Conference Paper
For the learning process with multimedia contents the split-attention effect postulates that learning results are better the higher the spatial proximity of text and picture elements is. This article shows that by the use of an artificially generated relationship between texts and pictures which are far away (according to the new principles of grou...