Maximilian Altmeyer

Orcid: 0000-0003-0279-5276

According to our database1, Maximilian Altmeyer authored at least 50 papers between 2014 and 2024.

Collaborative distances:
  • Dijkstra number2 of four.
  • Erdős number3 of four.

Timeline

Legend:

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PhD thesis 
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Links

Online presence:

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Bibliography

2024
Like It or Not: Exploring the Impact of (Dis)liked Background Music on Player Behavior and Experience.
Proc. ACM Hum. Comput. Interact., 2024

Auditory, Visual, or Both? Comparing Visual and Auditory Representations of Game Elements in a Gamified Image-Tagging Task.
Proc. ACM Hum. Comput. Interact., 2024

Uncovering the theoretical basis of user types: An empirical analysis and critical discussion of user typologies in research on tailored gameful design.
Int. J. Hum. Comput. Stud., 2024

Leaf your Chair Behind - Calm Persuasion for Frequent Sitting Breaks Among Office-Workers.
Proceedings of Mensch und Computer 2024, 2024

Introduction to the Minitrack on Game-based Learning.
Proceedings of the 57th Hawaii International Conference on System Sciences, 2024

EcoMeal: Gamified Eco-Feedback of Food Consumption using a Virtual Garden.
Proceedings of the Companion Proceedings of the 2024 Annual Symposium on Computer-Human Interaction in Play, 2024

2023
From Points to Progression: A Scoping Review of Game Elements in Gamification Research with a Content Analysis of 280 Research Papers.
Proc. ACM Hum. Comput. Interact., 2023

Faster, Harder? Investigating the Impact of Changing Background Music Speed on Gameplay Performance and Player Experience in an Endless Runner Game.
Proceedings of the Companion Proceedings of the Annual Symposium on Computer-Human Interaction in Play, 2023

Hexad-12: Developing and Validating a Short Version of the Gamification User Types Hexad Scale.
Proceedings of the 2023 CHI Conference on Human Factors in Computing Systems, 2023

2022
Viewer types in game live streams: questionnaire development and validation.
User Model. User Adapt. Interact., 2022

Streamer's Hell - Investigating Audience Influence in Live-Streams Beyond the Game.
Proc. ACM Hum. Comput. Interact., 2022

Do Hexad User Types Matter? Effects of (Non-) Personalized Gamification on Task Performance and User Experience in an Image Tagging Task.
Proc. ACM Hum. Comput. Interact., 2022

Development and Validation of a German Version of the Player Experience Inventory (PXI).
Proceedings of the MuC '22: Mensch und Computer 2022, Darmstadt Germany, September 4, 2022

Turning Users' In-Game Behaviours into Actionable Adaptive Gamification Strategies using the PEAS Framework.
Proceedings of the 55th Hawaii International Conference on System Sciences, 2022

"Absolute or Relative?" - Exploring the Choice Between Leaderboard Types in an Image Tagging Task.
Proceedings of the Extended Abstracts of the Annual Symposium on Computer-Human Interaction in Play, 2022

Much Realistic, Such Wow! A Systematic Literature Review of Realism in Digital Games.
Proceedings of the CHI '22: CHI Conference on Human Factors in Computing Systems, New Orleans, LA, USA, 29 April 2022, 2022

Here Comes No Boom! The Lack of Sound Feedback Effects on Performance and User Experience in a Gamified Image Classification Task.
Proceedings of the CHI '22: CHI Conference on Human Factors in Computing Systems, New Orleans, LA, USA, 29 April 2022, 2022

2021
Understanding personal and contextual factors to increase motivation in gamified systems.
PhD thesis, 2021

Potential and effects of personalizing gameful fitness applications using behavior change intentions and Hexad user types.
User Model. User Adapt. Interact., 2021

Does Physicality Enhance the Meaningfulness of Gamification?Transforming Gamification Elements to their Physical Counterparts.
Proceedings of the OzCHI '21: 33rd Australian Conference on Human-Computer Interaction, Melbourne, VI, Australia, 30 November 2021, 2021

Understanding User Requirements for Self-Created IoT Health Assistant Systems.
Proceedings of the MUM 2021: 20th International Conference on Mobile and Ubiquitous Multimedia, Leuven, Belgium, December 5, 2021

FamilyFlower: an Artifical Flower to Foster Distant Family Connections.
Proceedings of the MUM 2021: 20th International Conference on Mobile and Ubiquitous Multimedia, Leuven, Belgium, December 5, 2021

Hakoniwa: Enhancing Physical Gamification using Miniature Garden Elements.
Proceedings of the Mindtrek '21: Academic Mindtrek 2021, 2021

A long-term investigation on the effects of (personalized) gamification on course participation in a gym.
Proceedings of the 5th International GamiFIN Conference, Levi, Finland, April 7-9, 2021, 2021

Design guidelines to increase the persuasiveness of achievement goals for physical activity.
Proceedings of the 5th International GamiFIN Conference, Levi, Finland, April 7-9, 2021, 2021

2020
Understanding and empowering interactions between streamer and audience in game live streams.
Interactions, 2020

Game Atmosphere: Effects of Audiovisual Thematic Cohesion on Player Experience and Psychophysiology.
Proceedings of the CHI PLAY '20: The Annual Symposium on Computer-Human Interaction in Play, 2020

HexArcade: Predicting Hexad User Types By Using Gameful Applications.
Proceedings of the CHI PLAY '20: The Annual Symposium on Computer-Human Interaction in Play, 2020

Investigating User-Created Gamification in an Image Tagging Task.
Proceedings of the CHI '20: CHI Conference on Human Factors in Computing Systems, 2020

Using Hexad User Types to Select Suitable Gamification Elements to Encourage Healthy Eating.
Proceedings of the Extended Abstracts of the 2020 CHI Conference on Human Factors in Computing Systems, 2020

2019
Combining Behavior Change Intentions and User Types to Select Suitable Gamification Elements for Persuasive Fitness Systems.
Proceedings of the Persuasive Technology: Development of Persuasive and Behavior Change Support Systems, 2019

Crowdjump: Investigating a Player-Driven Platform Game.
Proceedings of the Annual Symposium on Computer-Human Interaction in Play, 2019

Towards Predicting Hexad User Types from Smartphone Data.
Proceedings of the Extended Abstracts of the Annual Symposium on Computer-Human Interaction in Play Companion Extended Abstracts, 2019

Germ Destroyer - A Gamified System to Increase the Hand Washing Duration in Shared Bathrooms.
Proceedings of the Annual Symposium on Computer-Human Interaction in Play, 2019

"Enable or Disable Gamification?": Analyzing the Impact of Choice in a Gamified Image Tagging Task.
Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems, 2019

HedgewarsSGC: A Competitive Shared Game Control Setting.
Proceedings of the Extended Abstracts of the 2019 CHI Conference on Human Factors in Computing Systems, 2019

Gamified Ads: Bridging the Gap Between User Enjoyment and the Effectiveness of Online Ads.
Proceedings of the Extended Abstracts of the 2019 CHI Conference on Human Factors in Computing Systems, 2019

Eating Ads With a Monster: Introducing a Gamified Ad Blocker.
Proceedings of the Extended Abstracts of the 2019 CHI Conference on Human Factors in Computing Systems, 2019

2018
Viewers' Perception of Elements Used in Game Live-Streams.
Proceedings of the 22nd International Academic Mindtrek Conference, 2018

Users As Game Designers: Analyzing Gamification Concepts in a "Bottom-Up" Setting.
Proceedings of the 22nd International Academic Mindtrek Conference, 2018

Extending a Gamified Mobile App with a Public Display to Encourage Walking.
Proceedings of the 22nd International Academic Mindtrek Conference, 2018

Investigating Gamification for Seniors Aged 75+.
Proceedings of the 2018 on Designing Interactive Systems Conference 2018, 2018

SilverCycling: Evaluating Persuasive Strategies to Promote Physical Activity among Older Adults.
Proceedings of the Companion Publication of the 19th International ACM SIGACCESS Conference on Computers and Accessibility, 2018

2017
Measuring the effect of "bottom-up" gamification in a microtask setting.
Proceedings of the 21st International Academic Mindtrek Conference, AcademicMindtrek 2017, Tampere, Finland, September 20, 2017

The Importance of Social Relations for Well-Being Change in Old Age - Do Game Preferences Change As Well?
Proceedings of the Positive Gaming: Workshop on Gamification and Games for Wellbeing co-located with the ACM SIGCHI Annual Symposium on Computer-Human Interaction in Play (CHI PLAY 2017), 2017

2016
Expense Control: A Gamified, Semi-Automated, Crowd-Based Approach For Receipt Capturing.
Proceedings of the 21st International Conference on Intelligent User Interfaces, 2016

"Don't Whip Me With Your Games": Investigating "Bottom-Up" Gamification.
Proceedings of the 2016 CHI Conference on Human Factors in Computing Systems, 2016

WaterCoaster: A Device to Encourage People in a Playful Fashion to Reach Their Daily Water Intake Level.
Proceedings of the 2016 CHI Conference on Human Factors in Computing Systems, 2016

2015
Analysis of Recycling Capabilities of Individuals and Crowds to Encourage and Educate People to Separate Their Garbage Playfully.
Proceedings of the 33rd Annual ACM Conference on Human Factors in Computing Systems, 2015

2014
Towards a novel digital household account book.
Proceedings of the CHI Conference on Human Factors in Computing Systems, 2014


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