Manuel Schmidt-Kraepelin

Manuel Schmidt-Kraepelin
Karlsruhe Institute of Technology | KIT · Institute of Applied Informatics and Formal Description Methods

Master of Science

Publications

Publications (27)
Article
Full-text available
Background: In health care, the use of game-based interventions to increase motivation, engagement, and overall sustainability of health behaviors is steadily becoming more common. The most prevalent types of game-based interventions in health care research are gamification and serious games. Various researchers have discussed substantial conceptua...
Conference Paper
Full-text available
Converging hedonic and utilitarian elements under the label of gamification has become an important phenomenon in information systems over the last decade. Yet, academic discourse on narratives in gamified IS remains scarce. To advance scholarly engagement, this study recontextualizes the concept of narratives for gamified IS. Based on the theoreti...
Conference Paper
Full-text available
Poorly annotated data is a common problem for data-intensive applications like supervised machine learning. In domains like healthcare, annotation tasks require specific domain knowledge and are thus often done manually by experts, which is error-prone, time-intensive, and tedious. In this study, we investigate gamification as a means to foster ann...
Preprint
BACKGROUND In healthcare, using game-based intervention approaches to increase motivation, engagement, and overall sustainability of health behaviors is steadily becoming more common. The most prevailing approaches for such game-based interventions in healthcare research are gamification and serious games. Various researchers have discussed substan...
Article
Full-text available
To combat the COVID-19 pandemic, many countries around the globe have adopted digital contact tracing apps. Various technologies exist to trace contacts that are potentially prone to different types of tracing errors. Here, we study the impact of different proximity detection ranges on the effectiveness and efficiency of digital contact tracing app...
Chapter
Dienste wie Facebook, Twitter, Instagram oder Snapchat sind für viele, insbesondere junge Menschen, nicht mehr aus ihrem alltäglichen Leben wegzudenken. Wir leben in einer Zeit, die durch das Internet und Social Media geprägt und in der die Offenlegung von persönlichen Informationen im Internet ein zunehmender Teil des modernen Lebens geworden ist....
Conference Paper
Full-text available
Gamification is increasingly utilized in information systems to afford positive experiences that are typically perceived from playing games. Despite potential benefits, gamification projects have shown to be prone for failure which may lead to severe harmful effects for its users. In traditional software projects, project managers try to mitigate f...
Preprint
Full-text available
To combat the COVID-19 pandemic, many countries have adopted digital contact tracing apps. Various technologies exist to trace contacts that are potentially prone to different types of tracing errors. Here, we study the impact of different proximity detection ranges on the effectiveness and efficiency of digital contact tracing apps. Furthermore, w...
Conference Paper
Full-text available
To foster ambitious goal setting, mHealth app developers increasingly implement social comparison features such as leaderboards. However, extant research does not sufficiently look at affective consequences of such features and their impact on goal- setting behavior. We focus on two aspects of social comparison to better address this issue: (1) the...
Article
Full-text available
BACKGROUND: Nowadays, numerous health-related mobile applications implement gamification in an attempt to draw on the motivational potential of video games and thereby increase user engagement or foster certain health behaviors. However, research on effective gamification is still in its infancy and researchers increasingly recognize methodologica...
Preprint
Full-text available
BACKGROUND: Nowadays, numerous health-related mobile applications implement gamification in an attempt to draw on the motivational potential of video games and thereby increase user engagement or foster certain health behaviors. However, research on effective gamification is still in its infancy and researchers increasingly recognize methodologica...
Article
Full-text available
Developments in Artificial Intelligence (AI) and Distributed Ledger Technology (DLT) currently lead to lively debates in academia and practice. AI processes data to perform tasks that were previously thought possible only for humans. DLT has the potential to create consensus over data among a group of participants in uncertain environments. In rece...
Preprint
Full-text available
Developments in Artificial Intelligence (AI) and Distributed Ledger Technology (DLT) currently lead lively debates in academia and practice. AI processes data to perform tasks that were previously thought possible only for humans to perform. DLT acts in uncertain environments to create consensus over data among a group of participants. In recent ar...
Conference Paper
Full-text available
During the past decade, distributed ledger technology (DLT) has found its way into application areas outside finance, such as supply chain management, the Internet of Things, or health care. To this end, this novel technology phenomenon has recently also caught the attention of researchers and practitioners in genomics. Although various DLT-based d...
Conference Paper
Full-text available
Gamification is increasingly being recognized as a tool to support a change in individuals’ health behaviors. However, how and under which circumstances gamification is able to support health behavior change is still largely unexplored. This study follows the call for more theory-driven research on gamification by investigating the role of gamifica...
Conference Paper
Full-text available
Over the last decades, physical inactivity has become one of the leading health risk factors in modern societies. To incentivize people to be more physically active, gamified health behavior change support systems (HBCSSs) are a promising approach. These systems often make use of gamification to keep their users engaged over a sustained period of t...
Preprint
Full-text available
Organizations highly depend on enterprise systems (ES), which are unlikely to develop their full potential if end-users neglect system usage. Accordingly, organizations attempt to overcome barriers to end-user acceptance in the ES context, which can be attributed to several factors on ES, organizational, and end-user level. Trying to take advantage...

About

31
Publications
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329
Citations
Additional affiliations
June 2019 - July 2019
Karlsruhe Institute of Technology
Position
  • Research Associate

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Cited By

Projects

Projects (3)
Project
The goal of this project is to investigate how to design successful gamified expert annotation systems (GEAS) so they can motivate annotators and improve annotation quality. The applied methods are inspired by the design science research paradigm and include literature reviews, participatory design workshops and artifact evaluations.
Project
Information privacy–related organizational actions are obscured by enormous potential for hidden information and hidden action so that organizations have strong incentives to respond to normative requirements through lip service or even stronger forms of resistance. organizations that intend to act in a socially-responsible way with respect to information privacy are confronted with a vast array of opportunities for substantive action with unclear interdependencies, utility, and effects. To make substantive communication of privacy practices a reality, normative and commercial incentives must be bridged and matched. On the one hand, normative principles must be refined to enable organizations, regulators, and consumers to differentiate between lip service and substantive privacy communication, and to identify deficiencies in privacy communication. On the other hand, more general design knowledge is required to enable organizations that want to establish substantive privacy communication to ascertain not only what can be done but to ascertain what should be done under what conditions. In this project, we develop the fundamental knowledge to make substantive privacy communication the reality.
Project
The goal of this project is to investigate factors for successful designs of gamification concepts for health apps and the development of such concepts.