Alexander Pfeiffer

Mag. Dr. Alexander Pfeiffer, MBA MA

Center for Applied Game Studies

Functions

Research Associate

About the person

Research Areas

  • Emerging Technologies (Distributed Systems and Digital Identity
  • Gamification, Serious Games & Nudging
  • E-Sport
  • Cyber Crime (in Digital Experience)

Projects (Extract Research Database)

Publications (Extract Research Database)

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

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Lectures (Extract Research Database)

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

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

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 1.

Future and Reality of Gaming 2022 (FROG), 27/11/2022

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

GAME DESIGN FOR TEACHING, LEARNING AND ASSESSMENT

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

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

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

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

Games developed during the “C-SDGs – Embracing the Sustainable Development Goals through Creative Arts, Erasmus+ Project

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

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

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

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