Simon Wimmer

Functions

Research Associate

About the person

Research Areas:

  • (Interactive) Storytelling
  • Qualitative Research Methodology
  • Low-Code/Zero-Code Development
  • Game Design
  • Game Development
  • Prototyping
  • Localization/Culturalization of Video Games

Projects (Extract Research Database)

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

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TRinE

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Carbon Diet

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Green Drive

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StreamIT!

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ovos play

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Cycle4Value

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E-MINT

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Friedrich Cerha Online

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

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Publications (Extract Research Database)

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.

Lectures (Extract Research Database)

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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