Constantin Kraus

Constantin Kraus BEd, studied teacher training for elementary schools at the Kirchliche Pädagogische Hochschule Graz. He is currently in the master’s program MediaPlayPedagogy at the Danube University Krems. In addition to his work in an afternoon care center at an elementary school, he has been working as a sound designer, graphic designer and motion designer for several years.

Ride2Park

FROG 2020 – Poster Presentation

Co-Authors:
Thomas Wernbacher
Simon Wimmer

When talking about individual mobility the negative effects on the environment and health such as congestion, urban heat, bad air quality and climate relevant emissions are well known and regularly discussed within the political as well as scientific community. Costs related to these factors include certificates for carbon dioxide on the state level as well as costs for infrastructure such as parking space provided by companies. The modal and behavioral shift needed is not on the horizon, in cities such as Judenburg up to 72% of citizens still use the car to get to work or to school. With Ride2Park we offer a gamified solution for solving the climate crisis by motivating employees of medium to large companies to use carpools for getting to work. Drivers and co-drivers can collect rewards as well as can take part in weekly lotteries to win prizes provided by the employer or respective company. Next to principles of gamification our framework also includes nudging as motivational boost. Ride2Park is the first step in our plan to use insights from psychology, game studies and social anthropology to achieve a positive impact on mobility choices of employees. To achieve this goal we plan to enhance existing business solutions by building an additional layer in terms of design, metrics and incentives. For the quantification of our reward system we plan to include the results from established services such as “BlaBlaCar” or “Bike Citizens” (as application for tracking active mobility) on the one hand and user-driven inputs on the other hand.


Natalie Denk

Natalie Denk has a degree in Educational Science (University of Vienna) and Game Studies (Danube University Krems). Her research focuses on Game-based Learning, Educational Game Design and the examination of age and gender aspects in relation to digital games. Since 2014 she has been involved in several national and international research projects at the Center for Applied Game Studies at the Danube University Krems. Furthermore, she is responsible for the university courses “Game Studies”, “Media Game Pedagogy” and “Action Oriented Media Pedagogy”. Since July 2019 she acts as Head of the Center.

Esports and related phenomena of today’s gaming culture – opportunity, challenge and necessity for educational work

FROG 2020 – Poster Presentation

Co-Authors:
Alexander Pfeiffer (Danube University Krems)
Thomas Wernbacher (Danube University Krems)

Digital games have long since become an important part of today’s youth culture and for a large proportion of young people, gaming is a popular leisure activity – regardless of gender, social and cultural background. Around this fascination for digital game(s) a “gaming culture” has developed. However, here, not only the mere consumption of digital games plays a role. It is rather about active participation in a media landscape shaped by digital games. Young people exchange information (online and offline) about their favorite games and trends, watch, create and share “Let’s Play” videos and gameplay streams or follow their favorite gamers on various social media channels. Of growing importance in the gaming culture of young people (in Austria and worldwide) is also Esports – the organized competitive play of digital games. Active participation in the gaming culture reveals a number of competences, for example in ICT or creativity. Furthermore, the gaming culture and the resulting phenomena have a significant influence on everyday life, but also on the development of pupils and, as a consequence, shape our society. It is therefore high time to pay attention to these developments in the educational sector, to take up potentials and also to face up to the associated challenges. The poster contribution sheds light on the topic of esports and related phenomena in educational work from different perspectives and provides insights into ongoing projects – above all the E-Sport Schulliga Wien 21/22.


Alexander Pfeiffer

Alexander Pfeiffer is recipient of a Max Kade Fellowship awarded by the Austrian Academy of Sciences to work with The MIT Education Arcade. His research focus as a postdoctoral fellow is on blockchain technologies and their impact to society. Before joining MIT, Alexander headed the center for applied game studies at Danube-University Krems, Austria, for eight years. At the beginning of 2021, he will move back from MIT to Danube-University Krems with the aim to establish the new Emerging Technologies Lab at the University and assist with establishing the Space21Future Lab in Vienna.

Life as a magic circle. A reflection with special consideration of our situation during the Covid-19 crisis.

FROG 2020 – Poster Presentation

I justify this with the fact that a Magic Circle is basically a system with independent rules. It does not necessarily, but can of course, be a game environment. Magic Circles with game reference are (A) a clearly defined game (B) a hybrid game world, like Alternate Reality or Urban Games and (C) games that are experienced by one person as a game, even if it is not a game for the other persons. Typical Magic Circles would also be clearly marked places like the tennis court, the soccer field, the board game, the games app etc. But also places like the swimming pool or the streetcar are Magic Circles, because there are special rules which are accepted at the entry and end at leaving. One can go so far as to consider life itself as a big Magic Circle, which offers thousands of play and non-play related, closed, semi-open and open Magic Circles. In the context of the poster presentation and my book chapter I would like to go into more detail about the underlying reasons for this point of view and would like to further point out a particular look at magic circles that have arisen and will arise for us in the context of the Covid-19 situation with all its rules, laws, regulations, the lockdowns, family life, working life, media use and so forth.


Bastian Krupp

Bastian Krupp recently completed his M.A. in action-oriented media pedagogy at the Danube-University Krems. He wrote his Master-Thesis on the connection between the development of emotional intelligence and gaming. As a trained educator and studied social worker, he is interested in the effect of digital games as a methodical instrument for initialising educational processes. Since 2017 he has been working as a social pedagogical director in open youth work, where he has been able to realise numerous projects with and through games, such as eSport.

On the connection between the development of emotional intelligence and gaming

FROG 2020 – Short Talk

Digital games have been an integral part of individual media biographies for half a century now. More than one third of Germans play regularly. For society as a whole and for media education in particular, this raises the question of the “right” way to deal with digital games in educational activities. Up to now, social evaluation has been primarily based on the consideration of ascribed risks (see discourse on “killer games” and the loss of empathy through glorification of violence and social isolation). If the potential risks are made the central origin of a social debate, they also control pedagogical action. A benevolent societal attitude toward digital games helps media education to gain greater recognition for its pedagogical use, which has already produced impressive successes for learning and educational processes. Scientifically, there are few relevant research results on the effect of digital games on the development of empathy. Emotional intelligence (EQ) is still a young field of research but is not being considered in the context of digital games. This thesis deals with the question of the effect of digital games on emotional intelligence by means of a quantitative survey of gamers. The results show that gamers, in principle, have no differences in the development of emotional intelligence compared to non-gamers. Thus, they represent an important finding for a social as well as a scientific debate about their recognition as cultural assets. The identification of gender-specific differences also draws attention to the lack of diversity in gaming, which is still characterized by ideals of masculinity and in whose environment women are repeatedly confronted with sexism. In society, as in media education, there is a need for a reformation that allows for a sharpening of the view for the positive effects of digital games and addresses problematic conditions in the gaming scene.


Tanja Sihvonen

Tanja Sihvonen is professor of Communication Studies at the University of Vaasa, Finland. She is specialized in digital media, games, and participatory cultures on the internet. Her most recent work considers astroturfing, monsters, and cryptogames.

Narrative Transformations and Cultural Appropriation. Placemaking in Assassin’s Creed: Origins Discovery Tour Mode

FROG 2020 – Short Talk

Co-Authors:
Mona Khattab (Communication Studies, University of Vaasa)
Sabine Harrer (Game Design Department Gotland, Uppsala University, Sweden)

Assassin’s Creed (Ubisoft, 2007-) is an action-adventure stealth video game franchise that lets its player delve into history, from Renaissance-era Florence to Victorian London. In this presentation, we aim at understanding the purpose of placemaking as a technology for virtual and identity tourism. More particularly, we will perform a close-reading of the ‘discovery tour mode’ function in Assassin’s Creed: Origins (henceforth: ACO, 2018), a game that takes place in Ancient Egypt. We argue that due to its quasi-touristic staging of an ancient civilisation, the discovery tour mode is a particularly potent feature in exploring how games render history palatable for an implied white Western audience. What makes the discovery tour mode specifically interesting is the focus that ACO has on the perceived othering and cultural appropriation of classical civilizations. Othering is a tool frequently employed in games seeking to immerse players into ‘exotic’ places constructed from imperial cartographic memory. The presentation unpacks this phenomenon in three sections that analyse placemaking in ACO through three different-level narrative viewpoints. The first of these examines the depiction of Egypt through which the real historical and geographical location is reimagined as a game environment. This section focuses on the transcultural representation of Egypt as the exoticized Other in the representational context of the global south. The second section highlights the centrality of the main character in the game narrative and the structure of the game. The third section addresses the intersectionality of narrativity and cultural representation as immersive, spatially organized experiences and studies these in the theoretical frame of placemaking and the game’s potential for virtual and identity tourism. This talk combines textual analysis of game objects and environments to autoethnographic observation and geographical understanding of real-world locations turned into reappropriated game places. The conclusion highlights the intersectionality of cultural and narratological trajectories within the framework of placemaking, leading to an assessment of the potential of creating virtual tours of historically and geographically non-Western locations.


Erwin Cetl

Erwin Cetl worked as a nurse for a long time and took care of people in need when he decided in 2016 to direct his academic career towards a combination of healthcare and technology. Now he is responsible for development of medical devices and studies part-time at the St. Pölten University of Applied Sciences. As part of the Master’s degree program Digital Healthcare, he and his interdisciplinary team, consisting of software and hardware developers, occupational therapists, and physiotherapists, have the opportunity to combine technology and healthcare and to improve the world of healthcare sustainably using innovative digital approaches.

Development of the gamification application PENguin used by children to perform graphomotor movements with the STABILO® ErgoPen

FROG 2020 – Poster Presentation

Co-Authors:
Erik Sommer (Project Team Member)
Mario Heller (Project Coach)
Jens Barth (STABILO)
Tim Hamann (STABILO)

In recent years it has been observed that with the increasing use of computers, tablets, or mobile devices, traditional handwriting with pencil and paper has been more and more replaced by digital writing implements such as keyboards or stylus pens. The increased use of digital media also affects sensorimotor skills and their influence on children’s reading and writing performance. Children who have problems with writing skills often cannot keep up with the amount of written work required in primary schools. This may affect their academic progress and leads to decreased self-esteem and behavioral problems. Typically, these children are mostly viewed as uncooperative or lazy, which leads to further frustration and disappointment. Since there are many different approaches for teaching handwriting in primary schools, both the type and duration of the instructions are major external factors influencing handwriting performance. In many different areas of health care, playful training approaches are used as an alternative to conventional training methods in order to increase motivation and fun. Therefore, as part of the Master´s degree program, Digital Healthcare at the St. Pölten University of Applied Sciences and in cooperation with STABILO® International GmbH the interactive software PENguin was developed to perform graphomotor movements with the STABILO® ErgoPen in a playful way. For this purpose, the user utilizes a special pen, which is equipped with numerous sensors to convert manual movements of the hand into digital signals to control the game. By executing three different graphomotor movements with the ErgoPen, a PENguin is controlled within the application in almost real-time to either move forward or backward, jump or throw snowballs at opponents.


Steve Hilbert

For more than 20 years I have been working as a social pedagogue in various fields of activity. As an experienced former head of a school class for potential dropouts, I used digital games for several years to promote the search for identity. Games game me easy access to the young people, so that I could offer pedagogical support to potential dropouts. Digital games enabled the young people to deal with sensitive issues of a game in relation to their own identity. I Aam currently working as a policy maker at the Resource Centre for non-formal Education of Luxembourg secondary schools.

In search of identity through the game “Gris”

FROG 2020 – Short Talk

Searching the own identity trough the game Gris? Gris is a stylish game that deals with the topic of depression. During the gameplay the avatar develops with great care. His healing process until the pain is accepted is the main part of the game. How can the game scenario of Gris contribute to the individual search for identity? In identity crises we must be aware of the many forms of identity crises, as social crises, individual crises and individual crises of meaning. Differences between public and social identity imply a different view of perspectives, whether personal or public. Social interaction is essential in the search for identity. The ability to perceive and understand one’s own inner being and emotions enables system-oriented processes to be created within a peer group. Emotions, changes and (personal) contact are essential for identity, as they have a common/influencing effect on each of them. The prerequisite for this is the ability to change perspectives. This ability is acquired through cognition, which must be supported by the public community in order for people to benefit from this development. Accordingly, the educational aspect and equal access to education represent the conclusion of the search for identity.


Swen Körner

Swen Körner is a professor at the German Sport University Cologne and Head of Department for Training Pedagogy and Martial Research. His research is geared towards the optimization of police education and training, practical issues of evidence based violence prevention and the relevance of martial arts in different domains of modern society.

train2fight the virus – possibilities of university online teaching in sports

FROG 2020 – Short Talk

Co-Authors:
Mario S. Staller (University of Applied Sciences for Police and Administration, North Rhine Westphalia)

The spread of SARS-CoV-2 in Germany and the general restrictions on social contacts decided upon pose major challenges for institutional teaching and learning settings (Koerner & Staller, 2020). In March 2020, a collective helplessness quickly spread among many lecturers at the German Sport University Cologne (DSHS), one of the world’s most renowned sport universities, as a result of the ban on face-to-face teaching. While online based solutions were already known and proven for theory courses primary dealing with cognitive contents, for online practical teaching using electronic devices for the learning of motor and tactical skills neither experience nor orientation was available. In order for the practical teaching to take place under conditions of COVID-19 innovative and adapted solutions were in need, which at the same time at least principally meet the demands of the respective university curriculum. In the case of DSHS` regular “self-defence” module, this meant that students had to be enabled to “understand and practically apply basic principles of self-defence” (DSHS, 2020) by means of online teaching. The paper presents the conceptual framework of DSHS` university “self-defence” course developed specifically for this challenge, in which elements of gamification (Schell, 2008; Fischer et al., 2017) play a driving role.


Mario Staller

Mario Staller is a professor at the University of Applied Sciences for Police and Administration North Rhine Westphalia in the Department of Policing. His research focuses on the professionalization of police education and training both on a practical and an organizational level. Furthermore, current research projects include evidence-based violence prevention and coach development within these settings.

Is there more? – On the (non-)definition of gamified teaching

FROG 2020 – Short Talk

Co-Authors:
Swen Körner (German Sport University Cologne, Department for Training Pedagogy and Martial Research)

The gamification of higher education has potential (Bai et al., 2020; Sailer & Sailer, 2020). The range of possibilities for gamification is diverse and does not appear to be definitively determined (Toda et al., 2019). However, there is consensus that gamification must not impair the effectiveness of learning setting (operationalized as learning that has taken place) in higher education (Fischer et al., 2017). Accordingly, empirical research on the effectiveness of gamification focuses mainly on its direct benefits (e.g., motivation, commitment, learning process performance, retention or application of the taught content). The focus on the effectiveness of a gamified learning environment seems to encourage the application of game-design elements that are primarily related to performance (progress, development and feedback): Points, levels, challenges, trophies, rankings. Thus there is a danger that design elements with primary effects, which are more on an emotional level, are less focused upon limiting the gamified learning experience or not developing the full potential of a gamified learning setting. This article discusses possibilities of an open gamification environment on the basis of a case study in a psychology course at a police academy. The focus is on the planning and reflection process of the teaching, which transcends the possible restrictive definition of gamification.


Tobias Unterhuber

Dr. Tobias Unterhuber studied modern German literature, comparative literature and study of religion at LMU Munich and at the University of California, Berkeley. In 2018, he earned his PhD with his thesis on the works of Swiss author Christian Kracht. He is a post-doc for literature and media studies at the Leopold-Franzens University Innsbruck. In addition to pop literature, literary theory, discourse analysis, literature & economics and gender studies, his research interests include video game research in the field of cultural studies. He is an editor of the game studies journal PAIDIA.

The loss and restriction of ludic and political agency in games

FROG 2020 – Short Talk

Agency is not only a central term in game studies but also “[a] crucial term in the theory and practice of feminism, as indeed any politics.” (Andermahr et. al. 1997, p. 13) What we are allowed and what we ought to do in a society is the range of our agency. Laws, implicit and explicit rules, ethics and authority limit it. Furthermore, tactics of marginalization, often based on race, gender and class, restrict people’s agency even further. Discriminatory behavior and structural violence thus can be described as attempts to restrict the agency of marginalized people. However, how is this related to agency in video games? The specific mediallity of video games always affords players agency. The range may vary but it is essential for games that players can choose their actions, to make choices – be it on the macro, micro or substructure level (Cf. Backe 2008). Video games offer players “the satisfying power to take meaningful action and see the results of our decisions and choices” (Murray 1998, p. 129). This has two consequences: 1. Society and games are both rule-governed systems, which give players and people agency. Therefore, ludic agency can act as a structural analogy of political and social agency. Players’ agency can represent the player character’s agency in a fictional world and society. 2. Since players are accustomed to having agency, the loss and restriction of their agency can be a powerful tool to show the aforementioned analogy and to let players experience, in a safe media environment, how people’s agency are not identical based on their class, their race and their gender. The presentation wants to show how games implement situations of agency loss and restricted agency to represent lost and restricted social and political agency and o not only show the players but let them experience how discriminatory systems work.