Publications

On this page the institutional bibliography and open access repository can be searched. Browse by research area or use the search field and advanced search to discover relevant research outputs. Publications published prior to 2000 may be missing. To find specific authors we recommend the Person Index.

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  1. Published

    Gamification als didaktisches Mittel in der Hochschulbildung

    Tolks, D. & Sailer, M., 28.10.2021, Digitalisierung in Studium und Lehre gemeinsam gestalten: Innovative Formate, Strategien und Netzwerke. Wiesbaden: Springer Fachmedien Wiesbaden, p. 515-532 18 p.

    Research output: Contributions to collected editions/worksChapterpeer-review

  2. Published

    Gamification and Governmentality

    Schrape, N., 23.06.2014, Rethinking Gamification. Mathias, F., Fizek, S., Ruffino, P. & Schrape, N. (eds.). Lüneburg: meson press, p. 21-46 26 p.

    Research output: Contributions to collected editions/worksContributions to collected editions/anthologiesResearchpeer-review

  3. Published

    Gamification and sustainable behaviour: A case study of China

    Miao, H., Saleh, M. S. M. & Zolkepli, I. A., 29.12.2022, Sustainability Communication across Asia: Fundamental Principles, Digital Strategies and Community Engagement. Saleh, M. S. M., Rahman, N. A. A. & Kasuma, S. A. A. (eds.). Taylor and Francis Inc., p. 123-136 14 p.

    Research output: Contributions to collected editions/worksChapterpeer-review

  4. Published

    Gamification as twenty-first-century ideology

    Fuchs, M., 01.06.2014, In: Journal of Gaming and Virtual Worlds. 6, 2, p. 143-157 15 p.

    Research output: Journal contributionsJournal articlesResearchpeer-review

  5. Published

    Gamification - die Ausweitung der Spielzone

    Fuchs, M., 2013, In: DU - das Kulturmagazin. 839, 9, p. 82 - 87 6 p.

    Research output: Journal contributionsJournal articlesResearchpeer-review

  6. Published

    Gamification und Crowdfunding im Innovationsmanagement: Entwicklung und Einführung einer SharePoint-basierten Anwendung

    Drews, P., Schomborg, T. & Leue-Bensch, C., 2015, In: HMD Praxis der Wirtschaftsinformatik. 52, 6, p. 891-902 12 p.

    Research output: Journal contributionsJournal articlesResearchpeer-review

  7. Published

    Gamifikation im Tourismus

    Horster, E. & Kreilkamp, E., 2017, Tourismus - E-Tourismus - M-Tourismus: Herausforderungen und Trends der Digitalisierung im Tourismus. Landvogt, M., Brysch, A. A. & Gardini, M. A. (eds.). Berlin: Erich Schmidt Verlag, p. 215-230 16 p. (Schriften zu Tourismus und Freizeit; vol. 20).

    Research output: Contributions to collected editions/worksContributions to collected editions/anthologiesTransfer

  8. Published

    Gaming musical instruments. Music has to be hard work!

    Claussen, J. T., 17.09.2020, In: Digital Culture & Society. 5, 2, p. 121-130 10 p.

    Research output: Journal contributionsJournal articlesResearchpeer-review

  9. Published

    Gamma GAMM applied on tree growth data

    Zuur, A. F., Fichtner, A., Ieno, E. N. & Saveliev, A. A., 2014, A beginner's guide to generalized additive mixed models with R. Zuur, A. F., Saveliev, A. A. & Ieno, E. N. (eds.). 1 ed. Newburgh: Highland Statistics Ltd., p. 217-239 23 p.

    Research output: Contributions to collected editions/worksContributions to collected editions/anthologiesResearchpeer-review

  10. Published

    Ganzheitliche Qualitätsentwicklung von psychosozialer Gesundheitsförderung: Das Programm MindMatters

    Dadaczynski, K., Witteriede, H., Nieskens, B. & Paulus, P., 04.08.2015, In: Prävention und Gesundheitsförderung. 10, 3, p. 247-252 6 p.

    Research output: Journal contributionsJournal articlesResearchpeer-review