Thomas Wernbacher

Funktionen

Wissenschaftliche Mitarbeiter

Zur Person

Forschungsschwerpunkte:

  • Positive Impact Games
  • Gamification & Nudging
  • Transfer Effects & Impact of Video Games
  • Quantitative Medienforschung
  • Sustainable Development Goals
  • Mobilitätsforschung

Projekte (Auszug Forschungs­datenbank)

Selfi: Serious Learning Game für Inklusion

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Green eCommerce

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Carbon Diet: Chancen für ein klimagerechtes Maß an Mobilität durch Definition fairer individueller Mobilitätsbudgets

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Green Drive

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ovos play

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StreamIT!

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Krenek Digitalisierung

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Cycle4Value

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Lehre?Respekt!

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Walk Your City: Forcierung des Fußgängerverkehrs in Städten anhand innovativer, verhaltensbasierter Interventionsformen

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Publikationen (Auszug Forschungs­datenbank)

Denk, N.; Serada, A.; Wernbacher, W.; Pfeiffer, A. (Hrsg) (2021). A LUDIC SOCIETY. Edition Donau-Universität Krems, Krems

Denk, N.; Göbl, B.; Wernbacher, T.; Jovicic, S.; Kriglstein S. (2021). StreamIT! - Towards an educational concept centred around gameplay video production. In: Academic Conferences International, ECGBL 2021- Proceedings of the 15th European Conference on Game Based Learning: 196 - 202, Academic Conferences International, Reading, UK

Denk, N.; Pfeiffer, A.; Wernbacher, T. (2021). Addressing Video Game Culture Phenomena in Education - Opportunity, Challenge and Necessity. In: Denk, N.; Serada A.; Wernbacher T.; Pfeiffer A., A LUDIC SOCIETY: 215 - 227, Edition Donau-Universität Krems, Krems

Gebetsroither-Geringer, E.; Wernbacher, T.; Pfeiifer A. P.; Goels, M.; Worster, J.; Meissner, E.; Graf, A.; Schmidt, R. R (2021). Can Gamification be Used for Spatial Energy Data Collection? Experiences Gained from the Development of the HotCity Game to Collect Urban Waste Heat Sources. In: e-prints, Proceedings of REAL CORP 2021, 26th International Conference on Urban Development, Regional Planning and Information Society: 153-161, CORP 2021, CORP 2021

Pfeiffer, A.; Bezzina, S.; Dingli, A.; Wernbacher, T.; Denk, N.; Fleischhacker, M. (2021). ADAPTIVE LEARNING AND ASSESSMENT: FROM THE TEACHERS’ PERSPECTIVE. In: iated, 15th International Technology, Education and Development Conference. INTED2021 Proceedings. 375, iated, ONLINE

Pfeiffer, A.; Bezzina, S.; Kriglstein, S.; Wernbacher, T.; Dingli, A.; Vella, V. (2021). What Role can Blockchain-Based Digital Identities Play to Counteract (Cyber)Crime in Relation to Assessment Results and Credentials in the Educational Sector? A Glimpse Into the Future. In: Academic Conferences International Limited Reading, 16th International Conference on Cyber Warfare and Security ICCWS 2021 at Tennessee Tech University: 272, Published by Academic Conferences International Limited Reading, Reading, UK

Pfeiffer, A.; Bezzina, S.; Wernbacher, T. (2021). Use of Blockchain Technologies Within the Creative Industry to Combat Fraud in the Production and (Re)Sale of Collectibles. In: Academic Conferences International Limited, Proceeding of the 20th European Conference on Cyber Warfare and Security ECCWS 2021. 611, Academic Conferences International Limited, Reading, UK

Pfeiffer, A.; Bezzina, S.; Wernbacher, T. (2021). On the use of Blockchain Technologies and Digital Identity to Safeguard and Verify the Integrity of Source Material. In: Academic Conferences International Limited, Proceedings of the 8th European Conference on Social Media ECSM 2021: 293, Academic Conferences International Limited, Reading, UK

Pfeiffer, A.; Bezzina, S.; Wernbacher, T.; Vella, V.; Dingli, A.; Denk, N. (2021). THE USE OF BLOCKCHAIN TECHNOLOGIES TO ISSUE AND VERIFY MICRO-CREDENTIALS FOR CUSTOMISED EDUCATIONAL JOURNEYS: PRESENTATION OF A DEMONSTRATOR. In: iated, 13th International Conference on Education and New Learning Technologies, EDULEARN21 Proceedings: 1265, iated, ONLINE

Pfeiffer, A.; Denk, N.; Wernbacher, T.; Bezzina, S. (2021). LESSONS LEARNT FROM THE USER JOURNEY OF WELL-KNOWN DIGITAL GAMES FOR THE DEVELOPMENT OF EDUCATIONAL SOFTWARE. In: iated, 13th International Conference on Education and New Learning Technologies, EDULEARN21 Proceedings: 1252, iated, ONLINE

Pfeiffer, A.; Gabriel, T.G.; Bezzina, S.; Kriglstein, S.; Wernbacher, T. (2021). Game! Crime? The Shadow Economy Around Digital Games as a Playground for Cybercrime. In: Academic Conferences International Limited, 16th International Conference on Cyber Warfare and Security ICCWS 2021: 267, Academic Conferences International Limited, Reading, UK

Pfeiffer, A.; Wernbacher, T.; Bezzina, S. (2021). Peer2Peer Communication via Testnet Systems of Blockchain Networks: A new Playground for Cyberterrorists? In: Academic Conferences International Limited, Proceeding of the 20th European Conference on Cyber Warfare and Security ECCWS 2021: 615, Academic Conferences International Limited, Reading, UK

Seewald, A. K.; Ghete, M.; Wernbacher, T.; Platzer, M.; Schneider, J.; Hofer, D.; Pfeiffer, A. (2021). Cycle4Value: A Blockchain-based Reward System to Promote Cycling and Reduce CO2 Footprint. In: Agents and Artificial Intelligence: 12th International Conference: 1082-1089, Springer Nature, ICAART 2021

Wernbacher T.;, Denk, N.; Pfeiffer, A.; Bezzina, S.; Fleischhacker M. (2021). TEACHING FINANCIAL LITERACY AROUND THE TOPIC OF GAMES: A CASE STUDY. In: xx, EDULEARN21 Proceedings: 994-999, EDULEARN21, xx

Wernbacher, T.; Denk, N.; Fleischhacker, M.; Stella-Pfeiffer, S.; Pfeiffer, A.; Wimmer, S.; Bezzina, S. (2021). STEAM EDUCATION MEETS EXERCISE: INTRODUCING THE RUN CHALLENGE PROJECT IN THE MIDST OF THE COVID-19 CRISIS. In: iated, EDULEARN21 Proceedings: 990-993, iated digital library, online

Wernbacher, T.; Seewald, A.;Pfeiffer, A.; Platzer, M.; Hofer, D.; Ghete, M. (2021). Cycle4Value: A token-based incentive system to promote cycling. In: Proceedings of REAL CORP 2021, 26th International Conference on Urban Development, Regional Planning and Information Society: 223-230, CORP 2021, CORP 2021

Gebetsroither-Geringer, E.; Stollnberger, R.; Geyer, R.; Friedrich, R.; Schmidt, R.; Wernbacher, T.; Pfeiffer, A.; Pirker-Ihl, M.; Kraus, C.; Goels, M.; Worster, J.; Meissner, E.; Graf, E. (2021). HotCity: Gamification as a promising method to collect spatial data. agit2021, GISalzburg21

Kriglstein, S.; Hengstberger, F.; Fribert, F.; Stiehl, K.; Schrank, B.; Pfeiffer, A.; Wernbacher, T.; Wallner, G. (2020). Be a Buddy not a Bully - Two Educational Games to Help Prevent Bullying in Schools. In: CHI PLAY '20: Extended Abstracts of the 2020 Annual Symposium on Computer-Human Interaction in Play, CHI PLAY '20: 287–291, ACM, New York

König N.; Pfeiffer A.; Wernbacher T.; Denk N. (2020). Game-Based Learning Research at the Danube-University Krems’ Center for Applied Game Studies. In: Seychell D., Dingli A., Rediscovering Heritage Through Technology: 123, Springer, Cham, Schweiz

Pfeiffer, A.; Bezzina, S.; Wernbacher, T.; Kriglstein, S. (2020). Blockchain Technologies for the Validation, Verification, Authentication and Storing of Students’ Data. In: Proceedings of the 19th European Conference on e-Learning ECEL 2020, 2020: 421ff, Academic Conferences International Limited, Berlin

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Vorträge (Auszug Forschungs­datenbank)

Carbon Diet

Media, Arts and Design Conference, 08.12.2021

Cycle4Value: a Token-based Incentive System to Promote Cycling

REAL CORP 2021, 08.09.2021

Can Gamification be Used for Spatial Energy Data Collection?

REAL CORP 2021, 08.09.2021

TEACHING FINANCIAL LITERACY AROUND THE TOPIC OF GAMES: A CASE STUDY

13th International Conference on Education and New Learning Technologies (EDULEARN21), 06.07.2021

LESSONS LEARNT FROM THE USER JOURNEY OF WELL-KNOWN DIGITAL GAMES FOR THE DEVELOPMENT OF EDUCATIONAL SOFTWARE

13th International Conference on Education and New Learning Technologies (EDULEARN21), 06.07.2021

THE USE OF BLOCKCHAIN TECHNOLOGIES TO ISSUE AND VERIFY MICRO-CREDENTIALS FOR CUSTOMISED EDUCATIONAL JOURNEYS: PRESENTATION OF A DEMONSTRATOR

13th International Conference on Education and New Learning Technologies (EDULEARN21), 05.07.2021

STEAM EDUCATION MEETS EXERCISE: INTRODUCING THE RUN CHALLENGE PROJECT IN THE MIDST OF THE COVID-19 CRISIS.

13th International Conference on Education and New Learning Technologies (EDULEARN21), 05.07.2021

On the use of Blockchain Technologies and Digital Identity to Safeguard and Verify the Integrity of Source Material.

8th European Conference on Social Media (ECSM 2021), 01.07.2021

Use of Blockchain Technologies Within the Creative Industry to Combat Fraud in the Production and (Re)Sale of Collectibles.

20th European Conference on Cyber Warfare and Security (ECCWS 2021), 24.06.2021

Peer2Peer Communication via Testnet Systems of Blockchain Networks: A new Playground for Cyberterrorists?

20th European Conference on Cyber Warfare and Security (ECCWS 2021), 24.06.2021

ADAPTIVE LEARNING AND ASSESSMENT: FROM THE TEACHERS’ PERSPECTIVE

15th International Technology, Education and Development Conference, 08.03.2021

What Role can Blockchain-Based Digital Identities Play to Counteract (Cyber)Crime in Relation to Assessment Results and Credentials in the Educational Sector? A Glimpse Into the Future.

16th International Conference on Cyber Warfare and Security ICCWS 2021At: Tennessee Tech University, 25.02.2021

Game! Crime? The Shadow Economy Around Digital Games as a Playground for Cybercrime.

16th International Conference on Cyber Warfare and Security ICCWS 2021, 25.02.2021

The use of Blockchain-Supported Reward Systems for Knowledge Transfer Between Generations

21st European Conference on Knowledge Management - ECKM 2020, 04.12.2020

Cylce4Value

Future and Reality of Gaming Conference 2020 (FROG), 22.11.2020

STEM GATEKEEPERS IDENTIFIED: LET’S GET THE PARENTS ON BOARD!

13th annual International Conference of Education, Research and Innovation, 09.11.2020

CREATE DIGITAL GAMES FOR EDUCATION: GAME DESIGN AS A TEACHING METHODOLOGY

13th annual International Conference of Education, Research and Innovation, 09.11.2020

BLOCKCHAIN TECHNOLOGIES AS DATA STORAGE FOR TEST RESULTS AND CERTIFICATES - THE HUMAN FACTOR

13th annual International Conference of Education, Research and Innovation, 09.11.2020

Blockchain Technologies for the Validation, Verification, Authentication and Storing of Students’ Data

19th European Conference on e-Learning ECEL 2020 - A Virtual Conference, 29.10.2020

Introducing the Concept of Digital-Agent Signatures for Human-Robot- Robot-Human Interaction

European Conference on the Impact of AI and Robotics (ECIAIR 2020), 22.10.2020

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