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\n  \n 2020\n \n \n (6)\n \n \n
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\n \n\n \n \n \n \n \n Immersive learning in real VR.\n \n \n \n\n\n \n Pirker, J.; Lesjak, I.; Kopf, J.; Kainz, A.; and Dini, A.\n\n\n \n\n\n\n Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics), 11900 LNCS: 321-336. 2020.\n \n\n\n\n
\n\n\n\n \n\n \n \n doi\n  \n \n\n \n link\n  \n \n\n bibtex\n \n\n \n  \n \n abstract \n \n\n \n  \n \n 1 download\n \n \n\n \n \n \n \n \n \n \n\n  \n \n \n \n \n \n \n \n \n\n\n\n
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@article{\n title = {Immersive learning in real VR},\n type = {article},\n year = {2020},\n keywords = {360°VR,Immersive learning,Virtual reality},\n pages = {321-336},\n volume = {11900 LNCS},\n id = {6ea1a7fe-351c-3eaf-945d-2d65df72fb09},\n created = {2020-05-07T13:09:32.910Z},\n file_attached = {false},\n profile_id = {8fbeb018-710b-349c-aea5-aa32912698c2},\n group_id = {0717e1bc-3b7e-31f8-9b0b-c4740d04fd84},\n last_modified = {2020-05-07T13:09:32.910Z},\n read = {false},\n starred = {false},\n authored = {false},\n confirmed = {true},\n hidden = {false},\n private_publication = {false},\n abstract = {Immersion is an essential factor for successful learning. Immersive learning environments put learners directly into experiences and events related to the learning content. Virtual reality (VR) experiences give us new opportunities and ways for enabling immersive learning processes. In this chapter, we review different learning environments that use (real) VR as a tool to teach in different learning settings and discuss the state-of-the-art design and evaluation techniques and analyze the benefits and limitations of the different methods.},\n bibtype = {article},\n author = {Pirker, Johanna and Lesjak, Isabel and Kopf, Johannes and Kainz, Alexander and Dini, Amir},\n doi = {10.1007/978-3-030-41816-8_14},\n journal = {Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics)}\n}
\n
\n\n\n
\n Immersion is an essential factor for successful learning. Immersive learning environments put learners directly into experiences and events related to the learning content. Virtual reality (VR) experiences give us new opportunities and ways for enabling immersive learning processes. In this chapter, we review different learning environments that use (real) VR as a tool to teach in different learning settings and discuss the state-of-the-art design and evaluation techniques and analyze the benefits and limitations of the different methods.\n
\n\n\n
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\n \n\n \n \n \n \n \n Do Influencers Influence ? – Analyzing Players ’ Activity in an Online Multiplayer Game.\n \n \n \n\n\n \n Pirker, J.; Drachen, A.; and Kessler, F., B.\n\n\n \n\n\n\n Conference on Games. 2020.\n \n\n\n\n
\n\n\n\n \n\n \n\n \n link\n  \n \n\n bibtex\n \n\n \n\n \n\n \n \n \n \n \n \n \n\n  \n \n \n\n\n\n
\n
@article{\n title = {Do Influencers Influence ? – Analyzing Players ’ Activity in an Online Multiplayer Game},\n type = {article},\n year = {2020},\n id = {eea5809e-2f7b-3c4c-baf5-8671bbc33119},\n created = {2020-06-24T15:33:48.522Z},\n file_attached = {false},\n profile_id = {8fbeb018-710b-349c-aea5-aa32912698c2},\n group_id = {0717e1bc-3b7e-31f8-9b0b-c4740d04fd84},\n last_modified = {2020-06-24T15:40:18.020Z},\n read = {false},\n starred = {false},\n authored = {false},\n confirmed = {true},\n hidden = {false},\n private_publication = {false},\n bibtype = {article},\n author = {Pirker, Johanna and Drachen, Anders and Kessler, Fondazione Bruno},\n journal = {Conference on Games}\n}
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\n \n\n \n \n \n \n \n Jamming across borders: An exploratory study.\n \n \n \n\n\n \n Fowler, A., Pirker, J., & Arya, A.\n\n\n \n\n\n\n In International Conference on Game Jams, Hackathons and Game Creation Events 2020, pages 16-21, 2020. \n \n\n\n\n
\n\n\n\n \n\n \n\n \n link\n  \n \n\n bibtex\n \n\n \n\n \n\n \n \n \n \n \n \n \n\n  \n \n \n\n\n\n
\n
@inproceedings{\n title = {Jamming across borders: An exploratory study},\n type = {inproceedings},\n year = {2020},\n pages = {16-21},\n id = {d0facd18-6141-303e-9b5a-8a99bf67fbe4},\n created = {2020-10-15T07:13:50.221Z},\n file_attached = {false},\n profile_id = {8fbeb018-710b-349c-aea5-aa32912698c2},\n group_id = {0717e1bc-3b7e-31f8-9b0b-c4740d04fd84},\n last_modified = {2020-10-15T07:15:13.032Z},\n read = {false},\n starred = {false},\n authored = {false},\n confirmed = {true},\n hidden = {false},\n private_publication = {false},\n bibtype = {inproceedings},\n author = {Fowler, A., Pirker, J., & Arya, A},\n booktitle = {International Conference on Game Jams, Hackathons and Game Creation Events 2020}\n}
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\n \n\n \n \n \n \n \n Virtual Reality in Computer Science Education : A Systematic Review.\n \n \n \n\n\n \n Johanna Pirker, Andreas Dengel, Michael Holly, S., S.\n\n\n \n\n\n\n In VRST '20: 26th ACM Symposium on Virtual Reality Software and Technology, pages 1-8, 2020. \n \n\n\n\n
\n\n\n\n \n\n \n\n \n link\n  \n \n\n bibtex\n \n\n \n  \n \n abstract \n \n\n \n\n \n \n \n \n \n \n \n\n  \n \n \n \n \n \n \n \n \n \n \n\n\n\n
\n
@inproceedings{\n title = {Virtual Reality in Computer Science Education : A Systematic Review},\n type = {inproceedings},\n year = {2020},\n keywords = {computer science education,literature review,virtual reality,vr},\n pages = {1-8},\n id = {910cdfa2-23c6-3cb0-88f2-bb9d3768b663},\n created = {2020-11-02T06:44:23.761Z},\n file_attached = {false},\n profile_id = {8fbeb018-710b-349c-aea5-aa32912698c2},\n group_id = {0717e1bc-3b7e-31f8-9b0b-c4740d04fd84},\n last_modified = {2020-11-02T06:58:22.307Z},\n read = {false},\n starred = {false},\n authored = {false},\n confirmed = {true},\n hidden = {false},\n private_publication = {false},\n abstract = {Virtual reality (VR) technologies have become more affordable and accessible in recent years. This is opening up new methods and opportunities in the field of digital learning. VR can offer new forms of interactive learning and working, especially for subjects from the STEM (Science, technology, engineering, and mathematics) area. In this context we investigate the potential and application of VR for computer science education with a systematic review in this paper. We present a formal literature review on the use of VR technologies in computer science education. We focus on the identification of factors such as learning objectives, technologies used, interaction characteristics, and challenges and advantages of using fully immersive VR for computer science education.},\n bibtype = {inproceedings},\n author = {Johanna Pirker, Andreas Dengel, Michael Holly, Saeed Safikhani},\n booktitle = {VRST '20: 26th ACM Symposium on Virtual Reality Software and Technology}\n}
\n
\n\n\n
\n Virtual reality (VR) technologies have become more affordable and accessible in recent years. This is opening up new methods and opportunities in the field of digital learning. VR can offer new forms of interactive learning and working, especially for subjects from the STEM (Science, technology, engineering, and mathematics) area. In this context we investigate the potential and application of VR for computer science education with a systematic review in this paper. We present a formal literature review on the use of VR technologies in computer science education. We focus on the identification of factors such as learning objectives, technologies used, interaction characteristics, and challenges and advantages of using fully immersive VR for computer science education.\n
\n\n\n
\n\n\n
\n \n\n \n \n \n \n \n Work-in-Progress-Conceptual Framework for User Interface in Virtual Reality.\n \n \n \n\n\n \n Safikhani, S.; Holly, M.; and Pirker, J.\n\n\n \n\n\n\n Proceedings of 6th International Conference of the Immersive Learning Research Network, iLRN 2020, (July): 332-335. 2020.\n \n\n\n\n
\n\n\n\n \n\n \n \n doi\n  \n \n\n \n link\n  \n \n\n bibtex\n \n\n \n  \n \n abstract \n \n\n \n  \n \n 1 download\n \n \n\n \n \n \n \n \n \n \n\n  \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n\n\n\n
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@article{\n title = {Work-in-Progress-Conceptual Framework for User Interface in Virtual Reality},\n type = {article},\n year = {2020},\n keywords = {immersion,interaction system,inventory system,tutorial,user interface,virtual reality},\n pages = {332-335},\n id = {3fc91acf-24a3-35b9-b882-63870f8b9af0},\n created = {2020-11-30T08:36:59.256Z},\n file_attached = {false},\n profile_id = {8fbeb018-710b-349c-aea5-aa32912698c2},\n group_id = {0717e1bc-3b7e-31f8-9b0b-c4740d04fd84},\n last_modified = {2020-11-30T08:36:59.256Z},\n read = {false},\n starred = {false},\n authored = {false},\n confirmed = {true},\n hidden = {false},\n private_publication = {false},\n abstract = {Presence in VR is a perceptual sense that leads to an automatic reaction of the brain-body system. An expected interaction in VR can lead to a higher sense of presence. In this work in progress paper we present a conceptual framework for innovative user interface (UI) design in VR with a focus on realistic interactions with the environment. We investigate several successful VR games by focusing on their user interactions and the UI system. The first part of this framework is implemented in a tutorial room where we designed some common UI elements such as the menu, inventory system, and quest manager.},\n bibtype = {article},\n author = {Safikhani, Saeed and Holly, Michael and Pirker, Johanna},\n doi = {10.23919/iLRN47897.2020.9155207},\n journal = {Proceedings of 6th International Conference of the Immersive Learning Research Network, iLRN 2020},\n number = {July}\n}
\n
\n\n\n
\n Presence in VR is a perceptual sense that leads to an automatic reaction of the brain-body system. An expected interaction in VR can lead to a higher sense of presence. In this work in progress paper we present a conceptual framework for innovative user interface (UI) design in VR with a focus on realistic interactions with the environment. We investigate several successful VR games by focusing on their user interactions and the UI system. The first part of this framework is implemented in a tutorial room where we designed some common UI elements such as the menu, inventory system, and quest manager.\n
\n\n\n
\n\n\n
\n \n\n \n \n \n \n \n Room Scale Virtual Reality Physics Education: Use Cases for the Classroom.\n \n \n \n\n\n \n Pirker, J.; Holly, M.; and Gutl, C.\n\n\n \n\n\n\n Proceedings of 6th International Conference of the Immersive Learning Research Network, iLRN 2020,242-246. 2020.\n \n\n\n\n
\n\n\n\n \n\n \n \n doi\n  \n \n\n \n link\n  \n \n\n bibtex\n \n\n \n  \n \n abstract \n \n\n \n\n \n \n \n \n \n \n \n\n  \n \n \n \n \n \n \n \n \n \n \n\n\n\n
\n
@article{\n title = {Room Scale Virtual Reality Physics Education: Use Cases for the Classroom},\n type = {article},\n year = {2020},\n keywords = {e-learning,education,learning,virtual reality},\n pages = {242-246},\n id = {39168bd6-0b8e-3104-9e60-45e6852eaef6},\n created = {2020-11-30T08:36:59.257Z},\n file_attached = {false},\n profile_id = {8fbeb018-710b-349c-aea5-aa32912698c2},\n group_id = {0717e1bc-3b7e-31f8-9b0b-c4740d04fd84},\n last_modified = {2020-11-30T08:36:59.257Z},\n read = {false},\n starred = {false},\n authored = {false},\n confirmed = {true},\n hidden = {false},\n private_publication = {false},\n abstract = {Interactive and digital learning experiences are becoming increasingly important and used to improve various learning scenarios. In physics education, the use of digital simulations or virtual laboratories to support the learners' understanding is already part of most classrooms. Virtual reality experiences can be used to create even more exciting, engaging, and realistic learning setups to conduct experiments and work with simulations. A range of studies has shown a positive effect of virtual reality experiences for learning. In this paper, we explore the potential of physics education in virtual reality in school-based classroom scenarios. We present a study with 147 high school students from four different schools, to evaluate the potential of room-scale VR learning setups in classroom learning with a focus on engagement and learning experience and focus on dandifying potential use cases for learning experiences in schools from the students' perspective. In this study, we found that students described the experiences as highly engaging and a valuable tool to increase motivation in classrooms. They would rather use VR for learning in the classroom than at home. They prefer a PC-based VR setup over a mobile phone setup. Four main identified use cases for using VR in classrooms from the students' perspective are evaluated and discussed.},\n bibtype = {article},\n author = {Pirker, Johanna and Holly, Michael and Gutl, Christian},\n doi = {10.23919/iLRN47897.2020.9155167},\n journal = {Proceedings of 6th International Conference of the Immersive Learning Research Network, iLRN 2020}\n}
\n
\n\n\n
\n Interactive and digital learning experiences are becoming increasingly important and used to improve various learning scenarios. In physics education, the use of digital simulations or virtual laboratories to support the learners' understanding is already part of most classrooms. Virtual reality experiences can be used to create even more exciting, engaging, and realistic learning setups to conduct experiments and work with simulations. A range of studies has shown a positive effect of virtual reality experiences for learning. In this paper, we explore the potential of physics education in virtual reality in school-based classroom scenarios. We present a study with 147 high school students from four different schools, to evaluate the potential of room-scale VR learning setups in classroom learning with a focus on engagement and learning experience and focus on dandifying potential use cases for learning experiences in schools from the students' perspective. In this study, we found that students described the experiences as highly engaging and a valuable tool to increase motivation in classrooms. They would rather use VR for learning in the classroom than at home. They prefer a PC-based VR setup over a mobile phone setup. Four main identified use cases for using VR in classrooms from the students' perspective are evaluated and discussed.\n
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\n  \n 2019\n \n \n (3)\n \n \n
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\n \n\n \n \n \n \n \n Social interactions in game jams: A jammer recommender tool.\n \n \n \n\n\n \n Pirker, J.; Punz, A.; and Kopf, J.\n\n\n \n\n\n\n In ACM International Conference Proceeding Series, 2019. \n \n\n\n\n
\n\n\n\n \n\n \n \n doi\n  \n \n\n \n link\n  \n \n\n bibtex\n \n\n \n  \n \n abstract \n \n\n \n\n \n \n \n \n \n \n \n\n  \n \n \n \n \n \n \n \n \n \n \n\n\n\n
\n
@inproceedings{\n title = {Social interactions in game jams: A jammer recommender tool},\n type = {inproceedings},\n year = {2019},\n keywords = {Game development,Game jam,Github,Social network analysis},\n id = {70942682-b91d-371a-8d3b-fb68243d18ae},\n created = {2020-05-07T13:09:32.776Z},\n file_attached = {false},\n profile_id = {8fbeb018-710b-349c-aea5-aa32912698c2},\n group_id = {0717e1bc-3b7e-31f8-9b0b-c4740d04fd84},\n last_modified = {2020-05-07T13:09:32.776Z},\n read = {false},\n starred = {false},\n authored = {false},\n confirmed = {false},\n hidden = {false},\n private_publication = {false},\n abstract = {© 2019 ACM. In game jams, the jammer constellations and teams are essential elements for successful and engaging game jams and game jam outcomes. In this paper, we discuss and analyze group forming behavior in jam environments but also look at jammers who want to prefer to jam by themselves. In jam environments, especially the group forming task at the beginning of every game jam is essential for the success of the event and the outcomes. However, it is also one of the most challenging tasks. For this paper, we analyzed the data of the Global Game Jams between 2015-2018 with a focus on the formed groups as well as the linked Github profiles. Based on first results, we build an early prototype for recommending groups for the Global Game Jam automatically.},\n bibtype = {inproceedings},\n author = {Pirker, J. and Punz, A. and Kopf, J.},\n doi = {10.1145/3337722.3341843},\n booktitle = {ACM International Conference Proceeding Series}\n}
\n
\n\n\n
\n © 2019 ACM. In game jams, the jammer constellations and teams are essential elements for successful and engaging game jams and game jam outcomes. In this paper, we discuss and analyze group forming behavior in jam environments but also look at jammers who want to prefer to jam by themselves. In jam environments, especially the group forming task at the beginning of every game jam is essential for the success of the event and the outcomes. However, it is also one of the most challenging tasks. For this paper, we analyzed the data of the Global Game Jams between 2015-2018 with a focus on the formed groups as well as the linked Github profiles. Based on first results, we build an early prototype for recommending groups for the Global Game Jam automatically.\n
\n\n\n
\n\n\n
\n \n\n \n \n \n \n \n Beyond the individual: Understanding social structures of an online player matchmaking website.\n \n \n \n\n\n \n Wallner, G.; Schinnerl, C.; Schiller, M., H.; Monte Calvo, A.; Pirker, J.; Sifa, R.; and Drachen, A.\n\n\n \n\n\n\n Entertainment Computing, 30. 5 2019.\n \n\n\n\n
\n\n\n\n \n\n \n \n doi\n  \n \n\n \n link\n  \n \n\n bibtex\n \n\n \n  \n \n abstract \n \n\n \n\n \n \n \n \n \n \n \n\n  \n \n \n \n \n\n\n\n
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@article{\n title = {Beyond the individual: Understanding social structures of an online player matchmaking website},\n type = {article},\n year = {2019},\n keywords = {Games},\n volume = {30},\n month = {5},\n publisher = {Elsevier B.V.},\n day = {1},\n id = {e28ae8f0-e74b-34fc-9a00-9263a65971a7},\n created = {2020-05-07T13:09:32.779Z},\n accessed = {2020-01-30},\n file_attached = {false},\n profile_id = {8fbeb018-710b-349c-aea5-aa32912698c2},\n group_id = {0717e1bc-3b7e-31f8-9b0b-c4740d04fd84},\n last_modified = {2020-05-07T13:09:32.779Z},\n read = {false},\n starred = {false},\n authored = {false},\n confirmed = {true},\n hidden = {false},\n citation_key = {Wallner2019b},\n private_publication = {false},\n abstract = {Engagement and player experience in multi-player games is influenced by the people you play with. For that reason, grouping features and matchmaking facilities in games, as well as third-party services, have gained in popularity in the industry and player community as they assist in building and maintaining social relationships with like-minded players. Understanding how social connections are formed and how these relations can foster in-game activity offers insights for building and maintaining a player base and can, in turn, improve retention and engagement. This paper examines the social network formed by users of the the100.io – a social matchmaking website for the game Destiny. The service provides an opportunity to examine an online social network formed around a game combined with demographic and preference data. The paper explores the correlation of structural network properties with preference and game-related performance data, provides metrics useful for analyzing and understanding the structure of these kinds of player networks and showcases how community analysis and behavioral profiling can be applied to inform game developers about behavioral groupings in social player networks.},\n bibtype = {article},\n author = {Wallner, Günter and Schinnerl, Christopher and Schiller, Michael Helfried and Monte Calvo, Alexander and Pirker, Johanna and Sifa, Rafet and Drachen, Anders},\n doi = {10.1016/j.entcom.2019.01.002},\n journal = {Entertainment Computing}\n}
\n
\n\n\n
\n Engagement and player experience in multi-player games is influenced by the people you play with. For that reason, grouping features and matchmaking facilities in games, as well as third-party services, have gained in popularity in the industry and player community as they assist in building and maintaining social relationships with like-minded players. Understanding how social connections are formed and how these relations can foster in-game activity offers insights for building and maintaining a player base and can, in turn, improve retention and engagement. This paper examines the social network formed by users of the the100.io – a social matchmaking website for the game Destiny. The service provides an opportunity to examine an online social network formed around a game combined with demographic and preference data. The paper explores the correlation of structural network properties with preference and game-related performance data, provides metrics useful for analyzing and understanding the structure of these kinds of player networks and showcases how community analysis and behavioral profiling can be applied to inform game developers about behavioral groupings in social player networks.\n
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\n \n\n \n \n \n \n \n MaroonVR—An Interactive and Immersive Virtual Reality Physics Laboratory.\n \n \n \n\n\n \n Pirker, J.; Holly, M.; Lesjak, I.; Kopf, J.; and Gütl, C.\n\n\n \n\n\n\n Learning in a Digital World: Perspective on Interactive Technologies for Formal and Informal Education. Springer,213-238. 2019.\n \n\n\n\n
\n\n\n\n \n\n \n \n doi\n  \n \n\n \n link\n  \n \n\n bibtex\n \n\n \n\n \n\n \n \n \n \n \n \n \n\n  \n \n \n\n\n\n
\n
@article{\n title = {MaroonVR—An Interactive and Immersive Virtual Reality Physics Laboratory},\n type = {article},\n year = {2019},\n pages = {213-238},\n id = {56d68326-ee36-3b3a-b53a-04eb7c9ecb1f},\n created = {2020-05-12T18:31:41.882Z},\n file_attached = {false},\n profile_id = {8fbeb018-710b-349c-aea5-aa32912698c2},\n group_id = {0717e1bc-3b7e-31f8-9b0b-c4740d04fd84},\n last_modified = {2020-05-12T18:31:41.882Z},\n read = {false},\n starred = {false},\n authored = {false},\n confirmed = {true},\n hidden = {false},\n private_publication = {false},\n bibtype = {article},\n author = {Pirker, Johanna and Holly, Michael and Lesjak, Isabel and Kopf, Johannes and Gütl, Christian},\n doi = {10.1007/978-981-13-8265-9_11},\n journal = {Learning in a Digital World: Perspective on Interactive Technologies for Formal and Informal Education. Springer}\n}
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\n  \n 2018\n \n \n (5)\n \n \n
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\n \n\n \n \n \n \n \n Social aspects of the game development process in the global gam jam.\n \n \n \n\n\n \n Pirker, J.; Punz, A.; Lesjak, I.; and Drachen, A.\n\n\n \n\n\n\n In ACM International Conference Proceeding Series, 2018. \n \n\n\n\n
\n\n\n\n \n\n \n \n doi\n  \n \n\n \n link\n  \n \n\n bibtex\n \n\n \n  \n \n abstract \n \n\n \n\n \n \n \n \n \n \n \n\n  \n \n \n \n \n \n \n \n \n\n\n\n
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@inproceedings{\n title = {Social aspects of the game development process in the global gam jam},\n type = {inproceedings},\n year = {2018},\n keywords = {Game development,Game jam,Social network analysis},\n id = {b89c8c8b-7f7a-305e-9362-9b4c1c4285b2},\n created = {2020-05-07T13:09:32.772Z},\n file_attached = {false},\n profile_id = {8fbeb018-710b-349c-aea5-aa32912698c2},\n group_id = {0717e1bc-3b7e-31f8-9b0b-c4740d04fd84},\n last_modified = {2020-05-07T13:09:32.772Z},\n read = {false},\n starred = {false},\n authored = {false},\n confirmed = {false},\n hidden = {false},\n private_publication = {false},\n abstract = {© 2018 Copyright is held by the owner/author(s). Game jamming is a valuable tool and process to connect game developers from a range of disciplines such as art, programming, audio engineering, or story-telling. The Global Game Jam® (GGJ) thus fundamentally supports the process of connecting people, and forms a basis for studying teamwork formation and -mechanics. It is an annual event, where participants (jammers) meet on physical locations to develop games together within a short time-span of 48 hours. People with similar interest but different skill-sets have the chance to meet and collaborate to create prototypes of games together, whether digital or analog. In this explorative study, data from the GGJ website across four years of game jams and their participants are analyzed, towards investigating group interaction and group forming behavior. The focus is on using social network analysis and social metrics to evaluate the influence of a) jammer skillset and b) jam locations, on social and communicative structures among game jammers in the GGJ environment. The findings suggest that different skill-sets support different forms of social structures and also setups in countries refer to different group sizes and different social structures.},\n bibtype = {inproceedings},\n author = {Pirker, J. and Punz, A. and Lesjak, I. and Drachen, A.},\n doi = {10.1145/3196697.3196700},\n booktitle = {ACM International Conference Proceeding Series}\n}
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\n © 2018 Copyright is held by the owner/author(s). Game jamming is a valuable tool and process to connect game developers from a range of disciplines such as art, programming, audio engineering, or story-telling. The Global Game Jam® (GGJ) thus fundamentally supports the process of connecting people, and forms a basis for studying teamwork formation and -mechanics. It is an annual event, where participants (jammers) meet on physical locations to develop games together within a short time-span of 48 hours. People with similar interest but different skill-sets have the chance to meet and collaborate to create prototypes of games together, whether digital or analog. In this explorative study, data from the GGJ website across four years of game jams and their participants are analyzed, towards investigating group interaction and group forming behavior. The focus is on using social network analysis and social metrics to evaluate the influence of a) jammer skillset and b) jam locations, on social and communicative structures among game jammers in the GGJ environment. The findings suggest that different skill-sets support different forms of social structures and also setups in countries refer to different group sizes and different social structures.\n
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\n \n\n \n \n \n \n \n Analyzing player networks in Destiny.\n \n \n \n\n\n \n Pirker, J.; Rattinger, A.; Drachen, A.; and Sifa, R.\n\n\n \n\n\n\n Entertainment Computing, 25: 71-83. 3 2018.\n \n\n\n\n
\n\n\n\n \n\n \n \n doi\n  \n \n\n \n link\n  \n \n\n bibtex\n \n\n \n  \n \n abstract \n \n\n \n\n \n \n \n \n \n \n \n\n  \n \n \n \n \n\n\n\n
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@article{\n title = {Analyzing player networks in Destiny},\n type = {article},\n year = {2018},\n keywords = {Games},\n pages = {71-83},\n volume = {25},\n month = {3},\n publisher = {Elsevier B.V.},\n day = {1},\n id = {c6bd20f6-7fbe-3609-b02e-519115ab0dd9},\n created = {2020-05-07T13:09:32.776Z},\n file_attached = {false},\n profile_id = {8fbeb018-710b-349c-aea5-aa32912698c2},\n group_id = {0717e1bc-3b7e-31f8-9b0b-c4740d04fd84},\n last_modified = {2020-05-07T13:09:32.776Z},\n read = {false},\n starred = {false},\n authored = {false},\n confirmed = {true},\n hidden = {false},\n citation_key = {Pirker2018b},\n private_publication = {false},\n abstract = {Destiny is a hybrid online shooter sharing features with Massively Multi-Player Online Games and first-person shooters and is the to date the most expensive digital game produced. It has attracted millions of players to compete or collaborate within a persistent online environment. In multiplayer online games, the interaction between the players and the social community that forms in persistent games forms a crucial element in retaining and entertaining players. Social networks in games have thus been a focus of research, but the relationships between player behavior, performance, engagement and the networks forming as a result of interactions, are not well understood. In this paper, a large-scale study of social networks in hybrid online games/shooters is presented. In a network of over 3 million players, the connections formed via direct competitive play are explored and analyzed to answer five main research question focusing on the patterns of players who play with the same people and those who play with random groups, and how differences in this behavior influence performance and engagement metrics. Results show that players with stronger social relationships have a higher performance based on win/loss ratio and kill/death ratio, as well as a tendency to play more and longer.},\n bibtype = {article},\n author = {Pirker, Johanna and Rattinger, André and Drachen, Anders and Sifa, Rafet},\n doi = {10.1016/j.entcom.2017.12.001},\n journal = {Entertainment Computing}\n}
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\n Destiny is a hybrid online shooter sharing features with Massively Multi-Player Online Games and first-person shooters and is the to date the most expensive digital game produced. It has attracted millions of players to compete or collaborate within a persistent online environment. In multiplayer online games, the interaction between the players and the social community that forms in persistent games forms a crucial element in retaining and entertaining players. Social networks in games have thus been a focus of research, but the relationships between player behavior, performance, engagement and the networks forming as a result of interactions, are not well understood. In this paper, a large-scale study of social networks in hybrid online games/shooters is presented. In a network of over 3 million players, the connections formed via direct competitive play are explored and analyzed to answer five main research question focusing on the patterns of players who play with the same people and those who play with random groups, and how differences in this behavior influence performance and engagement metrics. Results show that players with stronger social relationships have a higher performance based on win/loss ratio and kill/death ratio, as well as a tendency to play more and longer.\n
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\n \n\n \n \n \n \n \n Inside the Group: Investigating Social Structures in Player Groups and Their Influence on Activity.\n \n \n \n\n\n \n Schiller, M., H.; Wallner, G.; Schinnerl, C.; Calvo, A., M.; Pirker, J.; Sifa, R.; and Drachen, A.\n\n\n \n\n\n\n IEEE Transactions on Games, 11(4): 416-425. 2018.\n \n\n\n\n
\n\n\n\n \n\n \n \n doi\n  \n \n\n \n link\n  \n \n\n bibtex\n \n\n \n  \n \n abstract \n \n\n \n\n \n \n \n \n \n \n \n\n  \n \n \n\n\n\n
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@article{\n title = {Inside the Group: Investigating Social Structures in Player Groups and Their Influence on Activity},\n type = {article},\n year = {2018},\n pages = {416-425},\n volume = {11},\n id = {1d4d43f1-edbc-31ea-b4d9-b91580f3b3d6},\n created = {2020-05-07T13:09:32.777Z},\n file_attached = {false},\n profile_id = {8fbeb018-710b-349c-aea5-aa32912698c2},\n group_id = {0717e1bc-3b7e-31f8-9b0b-c4740d04fd84},\n last_modified = {2020-05-07T13:09:32.777Z},\n read = {false},\n starred = {false},\n authored = {false},\n confirmed = {true},\n hidden = {false},\n private_publication = {false},\n abstract = {Social features, matchmaking, and grouping functions are key elements of online multi-player experiences. Understanding how social connections form in and around games and their relationship to in-game activity offers insights for building and maintaining player bases and for improving engagement and retention. This paper presents an analysis of the groups formed by users of the the100.io - a social matchmaking website for different commercial titles, including Destiny on which we focus in this paper. Groups formed on the100.io can be described across a range of social network related metrics. Also, the social network formed within a group is evaluated in combination with user-provided demographic and preference data. Archetypal analysis is used to classify groups into archetypes and a correlation analysis is presented covering the effect of group characteristics on in-game-activity. Finally, weekly activity profiles are described. Our results indicate that group size as well as the number of moderators within a group and their connectedness to other team members influences a group's activity. We also identified four prototypical types of groups with different characteristics concerning composition, social cohesion, and activity.},\n bibtype = {article},\n author = {Schiller, Michael H. and Wallner, Gunter and Schinnerl, Christopher and Calvo, Alexander Monte and Pirker, Johanna and Sifa, Rafet and Drachen, Anders},\n doi = {10.1109/tg.2018.2858024},\n journal = {IEEE Transactions on Games},\n number = {4}\n}
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\n Social features, matchmaking, and grouping functions are key elements of online multi-player experiences. Understanding how social connections form in and around games and their relationship to in-game activity offers insights for building and maintaining player bases and for improving engagement and retention. This paper presents an analysis of the groups formed by users of the the100.io - a social matchmaking website for different commercial titles, including Destiny on which we focus in this paper. Groups formed on the100.io can be described across a range of social network related metrics. Also, the social network formed within a group is evaluated in combination with user-provided demographic and preference data. Archetypal analysis is used to classify groups into archetypes and a correlation analysis is presented covering the effect of group characteristics on in-game-activity. Finally, weekly activity profiles are described. Our results indicate that group size as well as the number of moderators within a group and their connectedness to other team members influences a group's activity. We also identified four prototypical types of groups with different characteristics concerning composition, social cohesion, and activity.\n
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\n \n\n \n \n \n \n \n \n Virtual Reality STEM Education from a Teacher's Perspective.\n \n \n \n \n\n\n \n Pirker, J.; Holly, M.; Almer, H.; Gütl, C.; and Belcher, J.\n\n\n \n\n\n\n iLRN 2019 London, Workshop, Long and Short Paper, and Poster Proceedings,1-8. 2018.\n \n\n\n\n
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@article{\n title = {Virtual Reality STEM Education from a Teacher's Perspective},\n type = {article},\n year = {2018},\n keywords = {interactive simula-,stem education,virtual reality,vr},\n pages = {1-8},\n websites = {http://jpirker.com/wp-content/uploads/2013/09/2019_ILRN_Maroon_Teachers___Final_Version_Short_Paper_ILRN.pdf},\n id = {28797de9-87a1-3542-943a-bef9dacb4f62},\n created = {2020-05-07T13:09:32.826Z},\n file_attached = {false},\n profile_id = {8fbeb018-710b-349c-aea5-aa32912698c2},\n group_id = {0717e1bc-3b7e-31f8-9b0b-c4740d04fd84},\n last_modified = {2020-05-07T13:12:03.229Z},\n read = {false},\n starred = {false},\n authored = {false},\n confirmed = {true},\n hidden = {false},\n private_publication = {false},\n bibtype = {article},\n author = {Pirker, J and Holly, M and Almer, H and Gütl, C and Belcher, JW},\n journal = {iLRN 2019 London, Workshop, Long and Short Paper, and Poster Proceedings}\n}
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\n \n\n \n \n \n \n \n Social Network Analysis in Games User Research.\n \n \n \n\n\n \n Pirker, J.\n\n\n \n\n\n\n 2018.\n \n\n\n\n
\n\n\n\n \n\n \n \n doi\n  \n \n\n \n link\n  \n \n\n bibtex\n \n\n \n  \n \n abstract \n \n\n \n\n \n \n \n \n \n \n \n\n  \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n \n\n\n\n
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@book{\n title = {Social Network Analysis in Games User Research},\n type = {book},\n year = {2018},\n source = {Games User Research},\n keywords = {Game development,Games User Research,Play Experience,Playtesting,Social Network Analysis,Social Networks,User Experience,User testing},\n id = {9d9597e2-c399-3509-baa4-e1164129b119},\n created = {2020-05-07T13:09:33.001Z},\n file_attached = {false},\n profile_id = {8fbeb018-710b-349c-aea5-aa32912698c2},\n group_id = {0717e1bc-3b7e-31f8-9b0b-c4740d04fd84},\n last_modified = {2020-05-07T13:09:33.001Z},\n read = {false},\n starred = {false},\n authored = {false},\n confirmed = {false},\n hidden = {false},\n private_publication = {false},\n abstract = {© Oxford University Press 2018. All rights reserved. This chapter is an introduction to Social Network Analysis (SNA) with a focus on the context of player and in-game data. An overview of the key elements for network analysis is presented along with a discussion of the possibilities that can be realized through the use of networks and advice on using networks for Games User Research (GUR) to understand player behaviour in a social context.},\n bibtype = {book},\n author = {Pirker, J.},\n doi = {10.1093/oso/9780198794844.003.0029}\n}
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\n © Oxford University Press 2018. All rights reserved. This chapter is an introduction to Social Network Analysis (SNA) with a focus on the context of player and in-game data. An overview of the key elements for network analysis is presented along with a discussion of the possibilities that can be realized through the use of networks and advice on using networks for Games User Research (GUR) to understand player behaviour in a social context.\n
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