Simon Wimmer

Funktionen

Wissenschaftlicher Mitarbeiter

Zur Person

Forschungsschwerpunkte:

  • (Interactive) Storytelling
  • Qualitative Forschungsmethodik
  • Low-Code/Zero-Code Development
  • Game Design
  • Game Development
  • Prototyping
  • Lokalisierung/Kulturalisierung von Videospielen

Projekte (Auszug Forschungs­datenbank)

Games for Innovation, Games for All: G.I.G.A.

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TRinE: Telepresence Robots in Education

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

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ovos play

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Green Drive

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StreamIT!

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E-MINT

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Cycle4Value

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Cerha Online

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

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Publikationen (Auszug Forschungs­datenbank)

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

Wimmer, S.; Denk, N.; Kraus, C. (2021). One year of SNEAK GAMING. Insights into a project that aims to bring together developers, gamers and researchers in time of COVID-19. In: A LUDIC SOCIETY: 379-387, Edition Donau-Universität Krems, Krems

Wimmer, S.; Denk, N; Pfeiffer, A.; Fleischhacker, M. (2021). ON THE USE OF ESPORTS IN EDUCATIONAL SETTINGS. HOW CAN ESPORTS SERVE TO INCREASE INTEREST IN TRADITIONAL SCHOOL SUBJECTS AND IMPROVE THE ABILITY TO USE 21ST CENTURY SKILLS? ICERI2021 Proceedings, Vol. 8, p. 9th: 5782-5787, iated

Wimmer, S.; Pfeiffer, A.; Denk, N. (2021). THE EVERYDAY LIFE IN THE SIMS 4 DURING A PANDEMIC. A LIFE SIMULATION AS A VIRTUAL MIRROR OF SOCIETY? ICERI2021 Proceedings, Vol. 8, p. 9th: 5754-5760, iated

Pfeiffer, A.; Bezzina, S.; Denk, N.; Kriglstein, S.; Wimmer, S.; Thielen, C (2020). LIFE-WORLD ORIENTED EDUCATION IN TIMES OF THE COVID-19 LOCKDOWN. TWITCH.TV AS PEDAGOGICAL TOOL. ICERI2020 Proceedings, 2020: 3507-3513, iated

Simon, W.; Denk, N. (2020). Spiele(n) "OnTheGO". gruppe & spiel, 4/2020: 8 - 11, Friedrich Verlag GmbH

Kraus, Constantin, Wernbacher, T., Denk, N.; Platzer, M.; Titze, S. (2019). Time2Walk.

Vorträge (Auszug Forschungs­datenbank)

THE EVERYDAY LIFE IN THE SIMS 4 DURING A PANDEMIC. A LIFE SIMULATION AS A VIRTUAL MIRROR OF SOCIETY?

15th International Technology, Education and Developmen, 08.03.2021

(Online-) SNEAK GAMING a low-threshold opportunity for players and devs in times of COVID19

FROG - Future Reality Of Gaming, 22.11.2020

LIFE-WORLD ORIENTED EDUCATION IN TIMES OF THE COVID-19 LOCKDOWN. TWITCH.TV AS PEDAGOGICAL TOOL

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

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