Dr. Nikolaus Koenig
- nikolaus.koenig@donau-uni.ac.at
- +43 2732 893-5452
- To contact form
- Campus Krems, Tract F, Ground Floor, 0.08
- University for Continuing Education Krems
- Center for Applied Game Studies
- Dr.-Karl-Dorrek-Straße 30
- 3500 Krems
- Austria
Functions
Head, Center for Applied Game Studies
Course Director
Curriculum Manager
Research Associate
About the person
Research Areas
- Games & Play Theories
- Games as Media
- (Radical) Constructivism
- Imaginary systems and reality construction
- Media Ethics
- Human fantasy, cultural imaginations & political discourse
Projects (Extract Research Database)
Running projects
FROG - Future and Reality of Gaming 2024
Duration: 01/04/2024–31/10/2025
Principle investigator for the project (University for Continuing Education Krems): Natalie Denk
Funding: Bund (Ministerien)
Completed projects
Duration: 01/03/2019–30/09/2021
Principle investigator for the project (University for Continuing Education Krems): Natalie Denk
Funding: Sonstige
Program: FGOE
Duration: 01/09/2019–31/08/2021
Principle investigator for the project (University for Continuing Education Krems): Thomas Wernbacher
Funding: FFG
Create Digital Games for Education
Duration: 01/10/2017–30/08/2020
Principle investigator for the project (University for Continuing Education Krems): Natalie Denk
Funding: EU
Program: ERASMUS+
Duration: 01/04/2018–31/03/2020
Principle investigator for the project (University for Continuing Education Krems): Thomas Wernbacher
Funding: FFG
Program: FFG - Mobilität der Zukunft
Publications (Extract Research Database)
Koenig, N.; Denk, N.; Pfeiffer, A.; Wernbacher, T.; Wimmer, S. (2023). Freedom | Oppression | Games & Play. University of Krems Press, Krems
Pfeiffer, A.; Koenig, N.; Wernbacher, T.; Bezzina, S.; Dingli, A.; Vella, V. (2023). A PROPOSAL FOR CATEGORIZING GAME-BASED ASSESSMENT METHODS. iated DIGITAL LIBRARY, 17th International Technology, Education and Development Conference: 1323-1329, iated DIGITAL LIBRARY, Digital
Koenig, N.; Denk, N.; Pfeiffer, A.; Wernbacher, T. (Hrsg.) (2022). The Magic of Games. Edition Donau-Universität Krems, Krems
Koenig, N.; Trépanier-Jobin, G. (2022). The Hidden Magic of Magic Circles - On the Ludic, Cultural, and Political Significance of Huizinga's Metaphor. In: Koenig, N.; Denk, N.; Pfeiffer, A.; Wernbacher, W., The Magic of Games: 311-329, Edition Donau-Universitaet Krems, Krems
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
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
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
König N.; Pfeiffer A.; Wernbacher T.; Denk N. (2020). Game-Based Learning Research at the Danube-University Krems’ Center for Applied Game Studies. In: Seychell D., Dingli A., Rediscovering Heritage Through Technology: 123, Springer, Cham, Schweiz
Pfeiffer, A.; Kriglstein, S.; Bezzina, S.; König, N.; Wernbacher, T.; Dingli, A.; Vella V. (2020). BLOCKCHAIN TECHNOLOGIES AS DATA STORAGE FOR TEST RESULTS AND CERTIFICATES - THE HUMAN FACTOR. In: ICERI2020 Proceedings, 2020: 3430-3434, iated, Valencia
Koenig, N. (2020). The Crisis of Democracy, the Problem With Algorithms, the Lack of Discord, the Truth About Reality and Fantasy, and the Most Important Thing About Humans in Five Minutes or Less. Proceedings of the 2019 Connected Learning Summit, 1: 224, CARNEGIE MELLON UNIVERSITY: ETC PRESS
König, N.; Pfeiffer, A. (2020). Outputs and Insights From 12 Years of Game-Based Learning Research at the Danube-University Krems’ Center for Applied Game Studies. Proceedings of the 2019 Connected Learning Summit, 1: 87, CARNEGIE MELLON UNIVERSITY: ETC PRESS
Pfeiffer, A.; König, N.; Bezzina, S.; Kriglstein, S. (2020). Beyond Classical Gamification: In- and Around-Game Gamification for Education. Proceedings of the 19th European Conference on e-Learning ECEL 2020, 2020: 415ff., Academic Conferences International Limited
Wernbacher, T.; Reuter, R.A.P.; Denk, N.; Pfeiffer, A.; König, N.; Fellnhofer, K.; Grixti, A.; Bezzina, S.; Jannot, E. (2020). CREATE DIGITAL GAMES FOR EDUCATION: GAME DESIGN AS A TEACHING METHODOLOGY. ICERI2020 Proceedings, 2020: 3383-3392, iated
Pfeiffer, A.; König, N. (2019). Blockchain Technologies and Their Impact on Game-Based Education and Learning Assessment. In: Elmenreich, W.; Gabriel S.; Schniz, F.; Pölsterl, G.; Schallegger, R., Savegame, Perspektiven der Game Studies: 55-67, Springer VS, Wiesbaden
Pfeiffer, A.; König, N.; Wernbacher, Th.; Yaffe L. (2019). Learning-Record Store on Blockchain: A Glimpse Into the Future. In: Kalir, J. H., Proceedings of the 2018 Connected Learning Summit: 349, CARNEGIE MELLON UNIVERSITY: ETC PRESS PITTSBURGH, PA, PITTSBURGH
Black, M.; Donelan, L.; Higgins, T; Koenig, N; Lenzen, B; Muniz, N; Patel, K.; Pfeiffer, A.; Taylan, A.; Thomas, A.; Wernbacher, T. (2019). From Learning to Assessment. Utilizing Blockchain Technologies in Gaming Environments to Secure Learning Outcomes and Test Results. The Malta College of Arts, Science and Technology, MCAST Journal of Applied Research & Practice, Vol. 3, Issue 1: 172, Tik Communications., Handaq, Qormi, Malta
Lectures (Extract Research Database)
BLOCKCHAIN TECHNOLOGIES AS DATA STORAGE FOR TEST RESULTS AND CERTIFICATES - THE HUMAN FACTOR
13th annual International Conference of Education, Research and Innovation, 09/11/2020
CREATE DIGITAL GAMES FOR EDUCATION: GAME DESIGN AS A TEACHING METHODOLOGY
13th annual International Conference of Education, Research and Innovation, 09/11/2020
Beyond Classical Gamification: In- and Around-Game Gamification for Education.
19th European Conference on e-Learning ECEL 2020 - A Virtual Conference, 29/10/2020
Digital Games for 21st century skills
eTwinning Professional Development Workshop, 12/12/2019
Spielen & Lernen: Die Motivationskraft des Spielerischen unter der Lupe
Corporate Learning 3. Jahresforum, Wien, Österreich, 28/11/2019
Outputs & Insights From 12 Years of Game-Based Learning Research at the Danube-University Krems’ Center for Applied Game Studies
Connected Learning Summit 2019, Irvine, USA, 04/10/2019
The Crisis of Democracy, the Problem With Algorithms, the Lack of Discord, the Truth About Reality and Fantasy and the Most Important Thing About Humans in 5 Minutes or Less
Connected Learning Summit 2019, Irvine, USA, 04/10/2019
Game-based and Gamified Assessments (extended Workshop; pre-conference day)
Connected Learning Summit 2019, Irvine, USA, 02/10/2019
Gamification - Vorstellung und Einsatzmöglichkeiten im edukativen Bereich
Fachtagung: OeAD macht Schule, Wien, Österreich, 30/04/2019
Artificial Intelligence and the Art of Appearing Intelligent
Malta AI Hackathon 18, 30/11/2018