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Introduction
Additional affiliations
September 2018 - August 2023
November 2021 - February 2022
February 2017 - August 2018
Education
September 2013 - July 2016
Publications
Publications (17)
With the increasing deployment of robots to support humans in various activities, a crucial factor that has surfaced as a precondition for successful human-robot interaction (HRI) is the human’s level of trust in the robotic companion. A phenomenon that has recently shifted into the foreground for its potential to influence cognitive and affective...
Virtual 3D assets, i.e., 3D models that form the basis of virtual environments, products, and goods, are essential for the creation of a future metaverse. However, we have limited knowledge about the market dynamics in which virtual 3D assets are traded and the indicators that influence their value and pricing - and thus the purchasing mechanisms....
This chapter presents a systematic literature review of the current corpus of gamification of and in the circular economy (CE). Besides providing a contextual overview of the encountered CE phases, sustainability goals, sectors, and domains for which gamification was employed in the reviewed literature, this chapter comprises perspectives on policy...
Achieving cooperation between individuals is challenging and often driven by self-beneficial motives. On the other hand, people also seem capable of subordinating their personal interests and of engaging in cooperation for motives other than their own, i.e. out of altruistic impulses. One context in which both motivational facets can be observed is...
Recent years have seen a swift embracement of augmented reality (AR) as an interactive marketing tool, which has been accelerated even more rapidly by the COVID-19 pandemic. However, the general attitude toward the technology as well as the factors that inhibit or facilitate its adoption from both, the consumers, and practitioners, remain elusive....
Gamification approaches are not always effective
and vary in their success. Several studies suggest that
unexpected results of effectiveness are related to a
dearth of personalization of gamified systems following
a one-size-fits-all (OSFA) approach. Although research
indicates that gamification design that is dynamically
adjusted to the preference...
Cooperation is in many ways a meaningful behavior and understanding how cooperation can be fostered among humans is integral to solving the many global challenges we are facing. Thus, one of the major current developments exists in exploring the potential of gamification to engage people in cooperative activity. However, while the literature on thi...
Since managing E-Procurement processes via technology is considered as crucial, the exploration of contemporary technology has become a chief concern for organizations. One technology that has emerged as a relevant medium to electronically conduct business is Augmented Reality (AR). However, while AR has taken a foothold in E-Commerce, it seems tha...
Purpose
A current technological trend, which has gained even more traction recently due to the COVID-19 pandemic, is the use of augmented reality (AR) in shopping environments. AR is addressing contemporary challenges rooted in online shopping (e.g. in terms of experientiality and try-on) and is fundamentally reshaping consumers' experiences. The p...
Information technologies exist to enable us to either do things we have not done before or do familiar things more efficiently. Metaverse (i.e. extended reality: XR) enables novel forms of engrossing telepresence, but it also may make mundate tasks more effortless. Such technologies increasingly facilitate our work, education, healthcare, consumpti...
Cooperation between individuals is a core essence of organizing. However, as witnessed in several organizations, cooperation and collaboration are difficult to cultivate, and it might not emerge organically either. One of the primary hurdles related to lack of cooperation is that people often do not work towards mutual goals but are rather motivati...
Novel digital technologies are affording ways to superimpose perceptual information (be it auditory, visual , haptic or olfactory) onto our reality, e.g. in retail environments. These technologies that aim to enhance reality are generally called Augmented Reality (AR) technologies. Today, the field of research focused on AR retail has evolved to ma...
A current development in gamification research consists in exploring how gamification can motivate individuals to engage in cooperation. However, as the cooperative gamification literature is increasing in numbers, we lack a comprehensive and synthesized picture of the diverse design principles by which gamification can motivate cooperation and how...
Das Thema Open Educational Resources (OER) hat in den letzten Jahren viel Aufmerksamkeit erhalten. Da die Entwicklung digitaler Lehr- und Lernmaterialien mit einem hohen Aufwand verbunden ist, bieten OER den Mehrwert, von jedem bearbeitet, verbreitet und kostenfrei verwendet werden zu können. Obwohl es inzwischen eine große Vielfalt an digitalen Le...
Due to the general gamification of our culture and society as well as the proliferation of games in our everyday activities, people are increasingly looking at games and gamification as a source for cooperation and other prosocial behaviors. However, not all game features lead to increased cohesion, cooperation or collaboration between people. Whil...
In diesem Dokument werden Anreize für die Verwendung und Veröffentlichung freier Bildungsmaterialien ergründet. Dabei wird versucht ein breites Spektrum an möglichen Anreizen abzudecken, indem die Adoption von OER einerseits auf individueller und andererseits auf kollektiver Ebene betrachtet wird. Dazu werden zwei verschiedene Theorien bzw. Intenti...
Seamless cooperation between individuals is essentially a crucial aspect of any successful endeavor. A host of literature has been published in the academic realm about how cooperation could be cultivated. However, true cooperation often forms organically without external enforcement. Recently, there has been one special example of a context where...