Michael Lankes

Dr. Michael Lankes

University of Applied Sciences Upper Austria, Hagenberg, Austria

Research Focus & Metrics

Academic Career Length

22Years (2005-Present)

(Calculated once Scilit publication data is synced: current year − year of first publication + 1)

Representative Publications

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5 October 2015
Verified
Conference Paper
Open access
MBMarc Busch
Marc Busch
EMElke Mattheiss
Elke Mattheiss
RORITA ORJI
RITA ORJI
AMAndrzej Marczewski
Andrzej Marczewski
WHWolfgang Hochleitner
Wolfgang Hochleitner
MTManfred Tscheligi
Manfred Tscheligi
Serious and persuasive games and gamified interactions have become popular in the last years, especially in the realm of behavior change support systems. They have been used as tools to support and influence human behavior in a variety of fields, such as health, sustainability, education, and security. It has been shown that personalized serious and persuasive games and gamified interactions can increase effectivity of supporting behavior change compared to "one-size-fits all"-systems. However, how serious games and gamified interactions can be personalized, which factors can be used to personalize (e.g. personality, gender, persuadability, player types, gamification user types, states, contextual/situational variables), what effect personalization has (e.g. on player/user experience) and whether there is any return on investment is still largely unexplored. This full-day workshop aims at bringing together the academic and industrial community as well as the gaming and gamification community to jointly explore these topics and define a future roadmap.

7 May 2016
Verified
Conference Paper
Open access
MBMarc Busch
Marc Busch
EMElke Mattheiss
Elke Mattheiss
RORITA ORJI
RITA ORJI
PFPeter Fröhlich
Peter Fröhlich
MLMichael Lankes
Michael Lankes
MTManfred Tscheligi
Manfred Tscheligi
Player type models -- such as the BrainHex model -- are popular approaches for personalizing digital games towards individual preferences of players. Although several player type models have been developed and are currently used in game design projects, there is still a lack of data on their validity. To close this research gap we currently investigate the psychometric properties (factor structure, reliability, stability) and predictive validity (if player type scores can predict player experience) of the player type model BrainHex in an ongoing project. Results of two online studies (n1=592, n2=243) show that the psychometric properties of the BrainHex model could be improved. We suggest to improve the according questionnaire and sketch how the predictive validity could be investigated in future studies.

9 March 2009
Verified
Conference Paper
Open access
AWAstrid Weiss
Astrid Weiss
DWDaniela Wurhofer
Daniela Wurhofer
MLMichael Lankes
Michael Lankes
MTManfred Tscheligi
Manfred Tscheligi

3 December 2008
Verified
Conference Paper
Open access
PDF file
MLMichael Lankes
Michael Lankes
SRStefan Riegler
Stefan Riegler
AWAstrid Weiss
Astrid Weiss
TMThomas Mirlacher
Thomas Mirlacher
MPMichael Pirker
Michael Pirker
MTManfred Tscheligi
Manfred Tscheligi
We propose a game design approach that utilizes facial expressions as an input method under different emotional feedback configurations. A study was conducted in a shopping centre to assess our game "EmoFlowers" focusing on user experience and user effectiveness. The study revealed that interaction with a game via facial expression is perceived naturally, is easy to learn, and provides a positive user experience.

31 July 2008 in Lecture Notes in Computer Science
Verified
Book Chapter
Closed access
PDF file
COChristoph Obermair
Christoph Obermair
WRWolfgang Reitberger
Wolfgang Reitberger
AMAlexander Meschtscherjakov
Alexander Meschtscherjakov
MLMichael Lankes
Michael Lankes
MTManfred Tscheligi
Manfred Tscheligi

9 November 2016
Verified
Conference Paper
Open access
PDF file
MLMichael Lankes
Michael Lankes
BMBernhard Maurer
Bernhard Maurer
BSBarbara Stiglbauer
Barbara Stiglbauer
This paper investigates the effects of a shared gaze visualization regarding social presence in an online competitive game setting. We investigate if the incorporation of gaze interaction among different competitive game genres would influence the perceived social presence for the players. To find answers to our research question we created an experimental setting that is based on two game genres that require strategic skills (i.e., a turn-based strategy game) and motoric skills (i.e., a real-time first person shooter). Our study findings highlight the positive influence of a shared gaze visualization on competitive play. Further, the studied game genres have a significant influence on the perceived social presence. With our findings we want to provide insights for game designers and researchers regarding the inclusion of gaze-based interaction in remote gaming settings.