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Mag. Dr. Alexander Pfeiffer, MBA MA
Wissenschaftlicher Mitarbeiter - Zentrum für Angewandte Spieleforschung
- alexander.pfeiffer@donau-uni.ac.at
- +43 2732 893-2340
- Zum Kontaktformular
- Campus Krems, Trakt F, EG, 0.08
- Universität für Weiterbildung Krems
- Zentrum für Angewandte Spieleforschung
- Dr.-Karl-Dorrek-Straße 30
- 3500 Krems
- Österreich
Funktionen
Wissenschaftlicher Mitarbeiter
Zur Person
Forschungsschwerpunkte:
- Emergente Technologien mit Schwerpunkt verteilte Systeme und digitale Identität
- Gamification, Serious Games & Nudging
- E-Sport
- Cyberkriminalität (rund um digitale Erlebniswelten)
Projekte (Auszug Forschungsdatenbank)
Laufende Projekte
Projektzeitraum: 01.03.2021–28.02.2023
Projektverantwortung (Universität für Weiterbildung Krems): Thomas Wernbacher
Fördergeber: FFG
Abgeschlossene Projekte
Projektzeitraum: 01.09.2019–31.08.2021
Projektverantwortung (Universität für Weiterbildung Krems): Thomas Wernbacher
Fördergeber: FFG
Create Digital Games for Education
Projektzeitraum: 01.10.2017–30.08.2020
Projektverantwortung (Universität für Weiterbildung Krems): Natalie Denk
Fördergeber: EU
Förderprogramm: ERASMUS+
Projektzeitraum: 01.03.2017–30.04.2019
Projektverantwortung (Universität für Weiterbildung Krems): Thomas Wernbacher
Fördergeber: FFG
Förderprogramm: FFG - Mobilität der Zukunft
MOBILITY 360°: Citizens of the Future
Projektzeitraum: 01.05.2017–30.04.2019
Projektverantwortung (Universität für Weiterbildung Krems): Alexander Pfeiffer
Fördergeber: FFG
Förderprogramm: FFG Talente Regional
Literate: 5th Mind - Innovationsscheck II
Projektzeitraum: 14.12.2016–13.12.2017
Projektverantwortung (Universität für Weiterbildung Krems): Alexander Pfeiffer
Fördergeber: FFG
Förderprogramm: FFG (Innovationsscheck)
Frog 2017 - Organisation der Fachtagung Future and Reality of Gaming
Projektzeitraum: 01.12.2016–01.12.2017
Projektverantwortung (Universität für Weiterbildung Krems): Alexander Pfeiffer
Fördergeber: Bund (Ministerien)
Förderprogramm: Von besonderen Anliegen der Kinder und Jugendarbeit (bmfj)
Game Based Learning in der Kinder und Jugendmedienarbeit, Erstellung einer Fachdidaktik Plattform
Projektzeitraum: 01.12.2016–01.12.2017
Projektverantwortung (Universität für Weiterbildung Krems): Alexander Pfeiffer
Fördergeber: Bund (Ministerien)
Förderprogramm: Von besonderen Anliegen der Kinder und Jugendarbeit (bmfj)
Game Based Learning to Alleviate Early School Leaving
Projektzeitraum: 01.09.2015–01.09.2017
Projektverantwortung (Universität für Weiterbildung Krems): Alexander Pfeiffer
Fördergeber: EU
Förderprogramm: ERASMUS+
Samsung - Minecraft VR Challenge
Projektzeitraum: 01.04.2017–30.04.2017
Projektverantwortung (Universität für Weiterbildung Krems): Alexander Pfeiffer
Fördergeber: Unternehmen
Förderprogramm: ---
Digitaler Schulweg - Evaluation des Pilottests
Projektzeitraum: 01.08.2016–28.02.2017
Projektverantwortung (Universität für Weiterbildung Krems): Alexander Pfeiffer
Fördergeber: Unternehmen
Publikationen (Auszug Forschungsdatenbank)
Dingli, A.; Pfeiffer, A.; Serada, A.; Bugeja, M.; Bezzina, S. (2022). Disruptive Technologies in Media, Arts and Design. Springer, Cham, Schweiz
Koenig, N.; Denk, N.; Pfeiffer, A.; Wernbacher, T. (Hrsg.) (2022). The Magic of Games. Edition Donau-Universität Krems, Krems
Bezzina, S.; Dingli, A.; Pfeiffer, A. (2022). LEVERAGING GAMIFICATION IN EDUCATION THROUGH ARTIFICIAL INTELLIGENCE. In: iated digital library, INTED2022 Proceedings: 8532, iated digital library, online
Bezzina, S.; Dingli, A.; Pfeiffer, A.; Wernbacher, T. (2022). GAME DESIGN FOR TEACHING, LEARNING AND ASSESSMENT. In: iated digital library, ICERI2022 Proceedings: 2805-2808, iated digital library, Online
Bezzina, S.; Pfeiffer, A.; Dingli, A.; Wernbacher, T. (2022). ENHANCING DIGITAL ASSESSMENT THROUGH ARTIFICIAL INTELLIGENCE. In: iated digital library, EDULEARN22 Proceedings: 9339-9344, iated digital library, online
Pfeiffer, A.; Bezzina, S.; Denk, N.; Vella, V. (2022). AN INTRODUCTION TO THE TOPIC OF NON-FUNGIBLE TOKENS FOR THE EDUCATIONAL SECTOR. In: iated digital library, ICERI2022 Proceedings: 776-781, iated digital library, online
Pfeiffer, A.; Denk, N.; Peter, L., Fleischhacker, M. (2022). REFLECTING ON ONE YEAR OF ESPORTS SCHOOL LEAGUE IN VIENNA DURING THE SECOND YEAR OF THE CORONA CRISIS. In: iated digital library, INTED2022 Proceedings: 6824-6830, iated digital library, online
Pfeiffer, A.; Denk, N.; Serada, A.; Dingli, A. (2022). DIGITAL IDENTITIES, NFTS AND AI IN THE EDUCATION SECTOR: SHOWCASING A DEMONSTRATOR. In: iated digital library, INTED2022 Proceedings: 6867-6876, iated digital library, online
Pfeiffer, A.; Denk, N.; Wernbacher, T.; Bezzina, S.; Vella, V.; Dingli, A. (2022). Two novel use-cases for non-fungible tokens (NFTs). In: Academic Conferences International Limited, European Conference on Cyber Warfare and Security (proceedings): 214-222, Academic Conferences International Limited, Reading, UK
Pfeiffer, A.; Wernbacher, T.; Dingli, A.; Montebello, M. (2022). EMBRACING THE SUSTAINABLE DEVELOPMENT GOALS THROUGH CREATIVE ARTS: A GLANCE AT THE MINI GAMES DEVELOPED. In: iated digital library, INTED2022 Proceedings: 8525-8531, iated digital library, online
Pfeiffer, A.; Wernbacher, T.; König, N.; Denk, N.; Vella, V.;Dingli, A. (2022). Blockchains, Kryptowährungen, Utility-Token, NFTs und das Metaverse: Eine Einführung für den Bereich der Cyberkriminologie. In: Springer VS Wiesbaden, Handbuch Cyberkriminologie: 1-36, Springer VS Wiesbaden, Deutschland
Seewald, A.; Pfeiffer, A. (2022). TEN YEARS OF MAGIC MIRROR: I AND MY AVATAR. In: König, N.; Denk, N.; Pfeiffer, A.; Wernbacher T., The Magic of Games, Edition Donau-Universität Krems: 127-157, tredition GmbH, Deutschland
Seewald, A.; Pfeiffer, A. (2022). Magic Mirror: I and My Avatar - A Versatile Augmented Reality Installation Controlled by Hand Gestures. In: ICAART, Proceedings of the 14th International Conference on Agents and Artificial Intelligence - (Volume 3): 300-307, ICAART, online
Thomas, A.; Pfeiffer, A. (2022). Gallery Defender: Integration of Blockchain Technologies into a Serious Game for Assessment: A Guideline for Further Developments. In: Dingli, A.; Pfeiffer, A.; Serada, A.; Bugeja, M.; Bezzina, S., Disruptive Technologies in Media, Arts and Design: 43-53, Springer, Cham, Schweiz
Häfner, P.; Wernbacher, T.; Pfeiffer, A.; Denk, N.; Economides, A.; Perifanou, M.; Attard, A.; DeRaffaele, C. and Sigurðardóttir, H. (2022). Limits and benefits of using telepresence robots for educational purposes. Proceedings of the ICL2022 "Learning in the Age of Digital and Green Transition”, 25th International Conference on Interactive Collaborative Learning and 51st International Conference on Engineering Pedagogy, 51: -, Springer
Pfeiffer, A.; Vella, V. (2022). Welchen Nutzen können Blockchain-basierende Technologien im Bildungswesen einnehmen? on. Lernen in der digitalen Welt, 08/2022: 36-37, Friedrich Verlag
Wernbacher T; Millonig, A.; Pfeiffer, A.; Wimmer, S.; Kraus, C.; Platzer, M.; Kaltenegger S.; Getzinger, G.; Häller, F. (2022). CARBON DIET: Opportunities for a climate-friendly level of mobility through the definition of fair individual mobility budgets. Proceedings of the 16th annual International Technology, Education and Development Conference (INTED) 2022,, 16: 6514-6522, IATED
Wernbacher, T.; Zauchner, S.; Denk, N.; Pfeiffer, A.; Wimmer, S.; Hollinetz, M.; Hofstätter, J. and Ehardt-Schmiederer, M. (2022). E-MINT: A Gamified App for Empowering Parents in Their Role as STEM Gatekeepers. Proceedings of the 9th European Conference on Social Media, 9: 202-210, Academic Conferences International
Millonig, A.; Wernbacher, T.; Pfeiffer; A.; Wimmer, S.; Kraus, C; Platzer, M.; Kaltenegger, S.; Getzinger, G.; Häller, F. and Mayer, J. (2022). Opportunities for a climate-friendly level of mobility through the definition of fair individual mobility budgets. Academic Conferences International, Proceedings of the 4th European Conference on the Impact of Artificial Intelligence and Robotics
Wernbacher, T.; Pfeiffer, A.; Häfner, P., Buchar; A.; Denk, N.; König, N.; DeRaffaele, C.; Attard, A.; Economides, A.A.; & M. Perifanou (2022). Trine: telepresence robots in education. Proceedings of the 16th annual International Technology, Education and Development Conference (INTED) 2022, 16: pp. 6514-6522, IATED
Vorträge (Auszug Forschungsdatenbank)
Artificial intelligence in art and culture. Have we reached the point of no return in late 2022?
Media Arts and Design Conference 2022 (MAD), 16.12.2022
The merge of esports and real sport during the first waves of the covid pandemic.
Media Arts and Design Conference 2022 (MAD), 16.12.2022
Case Study: Ownership of Story Elements – Retrospective of the Twitter improv theater piece ‘FSMCOTAARSDG’.
Future and Reality of Gaming 2022 (FROG), 27.11.2022
The freedom of choice: looking at the game mechanics of lootboxes through the eyes of FIFA 22 (Ultimate Team) - Part 2.
Future and Reality of Gaming 2022 (FROG), 27.11.2022
The freedom of choice: looking at the game mechanics of lootboxes through the eyes of FIFA 22 (Ultimate Team) - Part 1.
Future and Reality of Gaming 2022 (FROG), 27.11.2022
GAME DESIGN FOR TEACHING, LEARNING AND ASSESSMENT
15th annual International Conference of Education, Research and Innovation, 07.11.2022
AN INTRODUCTION TO THE TOPIC OF NON-FUNGIBLE TOKENS FOR THE EDUCATIONAL SECTOR
15th annual International Conference of Education, Research and Innovation, 07.11.2022
ENHANCING DIGITAL ASSESSMENT THROUGH ARTIFICIAL INTELLIGENCE
14th International Conference on Education and New Learning Technologies, 04.07.2022
Two novel use-cases for non-fungible tokens (NFTs).
21st European Conference on Cyber Warfare and Security, 16.06.2022
DIGITAL IDENTITIES, NFTS AND AI IN THE EDUCATION SECTOR: SHOWCASING A DEMONSTRATOR
16th International Technology, Education and Development Conference, 07.03.2022
REFLECTING ON ONE YEAR OF ESPORTS SCHOOL LEAGUE IN VIENNA DURING THE SECOND YEAR OF THE CORONA CRISIS
16th International Technology, Education and Development Conference, 07.03.2022
EMBRACING THE SUSTAINABLE DEVELOPMENT GOALS THROUGH CREATIVE ARTS: A GLANCE AT THE MINI GAMES DEVELOPED
16th International Technology, Education and Development Conference, 07.03.2022
Games developed during the “C-SDGs – Embracing the Sustainable Development Goals through Creative Arts, Erasmus+ Project
Media, Arts and Design Conference, 08.12.2021
Talks about an outline of various Blockchain projects in the field of MAD in which he has been involved over the last few years.
Media, Arts and Design Conference, 08.12.2021
Introduction to blockchain use cases to be found outside of the speculation mania.
Transition Project Conference, 08.11.2021
Blockchain Technologies in the Educational Sector. Results of the Initial Data Collection.
Connected Learning Summit 2021, 30.07.2021
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
TEACHING FINANCIAL LITERACY AROUND THE TOPIC OF GAMES: A CASE STUDY
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
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