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

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TRinE: Telepresence Robots in Education

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StreamIT!

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ovos play

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Green Drive

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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; 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

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

König, N.; Denk, N.; Wimmer, S., Prandstätter, H. (2022). Creating an Escape Room for Cultural Mediation: Insights from "The Archivist's Dream". In: Conceição Costa, Proceedings of the 16th European Conference on Games Based Learning ECGBL 2022 Vol. 16 No. 1: S.297-306, Academic Conferences International Limited, Reading, UK

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.; Kraus, C.; Wimmer, S.; Platzer, M.; Seewald, A. and Winter, T. (2022). Green eCommerce: Promotion of climate-friendly online deliveries by means of user-oriented interventions in existing online shops.

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)

Introduction to Game-based Education

Game-based Education Workshop, 13.05.2022

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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