Publications

2015

  • Krome, S., Goddard, W., Greuter, S., Walz, S.P., Gerlicher, A. (2015): "A Context-Based Design Process for Future Use Cases of Autonomous Driving: Prototyping AutoGym." In: Proceedings of the 7th ACM International Conference on Automotive User Interfaces and Interactive Vehicular Applications (AutomotiveUI'15), Nottingham, United Kingdom, 1 – 3 September 2015, ACM Press.
  • Al Aamri, Fatma, Greuter, Stefan, and Walz, Steffen P. (2015). “Children Intrinsic Reading Motivation and Playful Applications: Investigating the
    Relationship”. Accepted at the International Conference on Interactive Technologies and Games (iTAG), 22 – 23 October 2015
  • Al Aamri, Fatma, Greuter, Stefan, and Walz, Steffen P. (2015). “Trees of Tales: Designing Playful Interactions to Enhance Reading Experiences”. Accepted at the International Conference on Interactive Technologies and Games (iTAG), 22 – 23 October 2015
  • Boberg, Marion, Evangelos Karapanos, Jussi Holopainen, and Andrés Lucero (2015). "PLEXQ: Towards a Playful Experiences Questionnaire." CHI PLAY 2015, London, United Kingdom.
  • Raftopoulos, Marigo, Walz, Steffen P. and Stefan Greuter (2015): How enterprises play: Towards a taxonomy for enterprise gamification. In: Proceedings of DiGRA 2015, Luneburg, Germany.
  • Raftopoulos, Marigo and Steffen P. Walz (2015): It's Complicated: The ethics of gamified labour. Position Paper for the CHI 2015 Workshop Researching Gamification, Seoul, South Korea. Available Online
  • Deterding, Sebastian, Andrés Lucero, Jussi Holopainen, Chulhong Min, Adrian Cheok, Annika Waern, and Steffen P. Walz. "Embarrassing Interactions." In Proceedings of the 33rd Annual ACM Conference Extended Abstracts on Human Factors in Computing Systems, pp. 2365-2368. ACM, 2015.
  • Meschtscherjakov, Alexander, Manfred Tscheligi, Dalila Szostak, Rabindra Ratan, Roderick McCall, Ioannis Politis, and Sven Krome. "Experiencing Autonomous Vehicles: Crossing the Boundaries between a Drive and a Ride." In Proceedings of the 33rd Annual ACM Conference Extended Abstracts on Human Factors in Computing Systems, pp. 2413-2416. ACM, 2015.

2014

  • Walz, Steffen P. and Sebastian Deterding (eds.) (2014): The Gameful World. Approaches, Issues, Applications. Cambridge, MA: The MIT Press.
  • Walz, Steffen P. and Sebastian Deterding: "An Introduction to the Gameful World." In: Walz, Steffen P. and Sebastian Deterding (eds.) (2014): The Gameful World. Approaches, Issues, Applications. Cambridge, MA: The MIT Press.
  • Walz, Steffen P. and Sebastian Deterding: "Approaches." In: Walz, Steffen P. and Sebastian Deterding (eds.) (2014): The Gameful World. Approaches, Issues, Applications. Cambridge, MA: The MIT Press.
  • Walz, Steffen P. and Sebastian Deterding: "Issues." In: Walz, Steffen P. and Sebastian Deterding (eds.) (2014): The Gameful World. Approaches, Issues, Applications. Cambridge, MA: The MIT Press.
  • Walz, Steffen P. and Sebastian Deterding: "Applications." In: Walz, Steffen P. and Sebastian Deterding (eds.) (2014): The Gameful World. Approaches, Issues, Applications. Cambridge, MA: The MIT Press.
  • Holopainen, Jussi and May Stain: "Dissecting Playfulness for Practical Design." In: Walz, Steffen P. and Sebastian Deterding (eds.) (2014): The Gameful World. Approaches, Issues, Applications. Cambridge, MA: The MIT Press.
  • Walz, Steffen P. (2014): "Go Go!": Interacción Simbiótica. Un Experimento De Pensamiento Crítico Sobre La Omnipresente Interacción Persona-Computadora. In: Figueroa Sarriera, Heidi J., López, Ángel Gordo and Javier de Rivera (eds.): Teknokultura Entre Dos Siglos. Tecnociencia, Arte Y Política. Madrid: Catarata. pp. 19-30.
  • Krome, S., Greuter, S., Walz, S. P., Gerlicher, A., Schleehauf, M. (2014). Exergaming in the Car: Preliminary Results of an Experimental Setup. In Proceedings of the 10th Australasian Conference on Interactive Entertainment.
  • Krome, S., Holopainen, J., Greuter, S., Walz, S. P., Gerlicher, A., Schleehauf, M. (2014). Exploring Game Ideas for Stresslessness in the Automotive Domain. In Proceedings of the 10th Australasian Conference on Interactive Entertainment.
  • Meschtscherjakov, A., Ratan, R., Tscheligi, M., McCall, R., Szostak, D., Politis, I., & Krome, S. (2014, September). 2nd Workshop on User Experience of Autonomous Driving. In Proceedings of the 6th International Conference on Automotive User Interfaces and Interactive Vehicular Applications (pp. 1-3). ACM.
  • Krome, S., Holopainen, J., & Walz, S. P. (2014, September). Approaching A Design Space For Gameful Interactions In The Context Of Piloted Driving. In Proceedings of the 6th International Conference on Automotive User Interfaces and Interactive Vehicular Applications (pp. 1-5). ACM.
  • Raftopoulos, M (2014)"Towards gamification transparency: A conceptual framework for the development of responsible gamified enterprise systems" In: Journal of Gaming and Virtual Worlds, Vol. 6, Issue 2 (online)
  • Al Aamri, F., Greuter. S., & Walz. S.P. (2014). Using Mise-en-scène to Foster Reading Comprehension in Children E-books. Second Workshop on Interactive e-Books for Children IBooC 2014. IDC14. Aarhus, Denmark 17-20 June 2014.
  • Al Aamri, F., Greuter, S., Walz, S.P. (2014). Trees of Tales: A Playful Reading Application for Arabic Children. In: Proceedings of the International Conference on Entertainment Computing ICIC 2014. Sydney, Australia 1-3 October 2014. See program at http://icec2014.info/program.php.
  • Ferro, L., Walz, S.P., Greuter, S. (2014). Gamicards - An Alternative Method For Paper-Prototyping The Design Of Gamified SystemsIn: Proceedings of the International Conference on Entertainment Computing ICIC 2014. Sydney, Australia 1-3 October 2014. See program at http://icec2014.info/program.php.
  • Elliot. S., Smith. C. (2014): Modding Minecraft for Science Education. In: 6th Global Conference: Video Games Culture Project. Mansfield College, Oxford, UK.

2013

  • Krome, S., Holopainen, J., Walz, S. P. (2013): Enjoyable Stress Reduction: Approaching A Design Space For The Piloted Driving Context. In: Adjunct Proceedings of the 5th International Conference on Automotive User Interfaces and Interactive Vehicular Applications. Eindhoven, NL.
  • Lade, J., Duckworth, J., (2013). Audio Arc: An Audio-Spatial Game Using Mobile Phone Ringtones, In ACM Proceedings of Creativity and Cognition 2013, Sydney, NSW, Australia
  • Stober, Jens M., Walz, Steffen P., Holopainen, Jussi (2013): Hacking as a Playful Strategy for Designing Artistic Games. In: Context Matters! Exploring and Reframing Games in Context. Proceedings of the Vienna Games Conference 2013. New Academic Press, Vienna.
  • Stober, Jens M (2013): RIDE YOUR MIND - The Concept. In: Context Matters! Exploring and Reframing Games in Context. Proceedings of the Vienna Games Conference 2013. New Academic Press, Vienna.
  • Ferro, Lauren S., Walz, Steffen P., Greuter, Stefan (2013): Towards personalised, gamified systems: an investigation into game design, personality and player typologies. Proceedings of IE’2013 The 9th Australasian Conference on Interactive Entertainment – Melbourne, VIC, Australia — September 30 – October 01, 2013.
  • Lucero, A., Holopainen, J., Ollila, E.M.I., Suomela, R., Karapanos, E. (2013): The Playful Experiences (PLEX) Framework as a Guide for Expert Evaluation. In Proceedings of DPPI (Designing Pleasurable Product and Interfaces 2013.
  • Greuter, Stefan and Susanne Tepe (2013): Engaging students in OH&S hazard identification through a game. In Proceedings of the 2013 Digital Games Research Association: DeFragging Game Studies, DiGRA Digital Library, Atlanta, USA, 26-29 August 2013.
  • Al Aamri, Fatma M., Greuter, Stefan & Steffen P. Walz (2013): Guiding Principles for Designing a Social, Game-based and Enculturated Reading Application for Omani Children. Position paper for the "Design and Evaluation of Sociability in Online Games" workshop at CHI 2013.
  • Ferro, Lauren S. and Steffen P. Walz (2013): Like this: How game elements in social media and collaboration are changing the flow of information. Short paper for the "Designing Gamification: Creating Gameful and Playful Experiences" workshop at CHI 2013. Available Online.
  • Raftopoulos, Marigo and Steffen P. Walz (2013): Designing Events as Gameful and Playful Experiences.  Short paper for the "Designing Gamification: Creating Gameful and Playful Experiences" workshop at CHI 2013. Available Online.
  • Ivansic. D., Schofield. D., Dethridge. L., (2013): The Effect of Perspective and Presentation : User Experience in a Virtual Art Gallery. Journal article for "International Journal of Computer Research" vol. 20, no. 1, 2013.
  • Anderson. A., Shofield. D., Dethridge. L (2013): Ways of Viewing and Interacting: User Experience in a Virtual Art Gallery. Journal article in "International Journal of Computer Research"  vol. 20, no. 1, 2013.
  • Tsitas, E. and Dethridge, L. (2013): Are we not men? When the human-animal cyborg talks back. Book chapter in "Navigating Cybercultures", Inter-Disciplinary Press, United Kingdom, pp. 125-134.

2012

  • Tepe, S. Greuter, S. Boukamp, F. and Peterson, F. (2012): Playing 4 safety - designing an engaging hazard recognition game for construction safety induction. In: Proceedings of the CIB W099 International Conference 2012, I. Krisiani Tjandra, G. Ofori, E. Ai-Lin Teo (eds.), CIB, Rotterdam, The Netherlands (CIB W099 International Conference 2012) (Best Paper Award)

  • Greuter, S. Tepe, S. Peterson, F. Boukamp, F. D'Amazing, K. Quigley, K. Van Der Waerden, R. Harris, T. Goschnick, T. and Wakefield, R. (2012): Designing a game for occupational health and safety in the construction industry. In: Proceedings of The 8th Australasian Conference on Interactive Entertainment: Playing the System, Daniel Cermak-Sassenrath, Charles Walker (ed.), ACM, Auckland, New Zealand, pp. 1-8 (IE'12 - 8th Australasian Conference on Interactive Entertainment: Playing the System)

  • Berry, Christopher M. and Steffen P. Walz (2012): Passengers: The Forgotten Players. In: Position paper for the MobileHCI 2012 workshop The Car as an Arena for Gaming. Available Online.

  • Wahl, Daniel and Steffen P. Walz (2012): Urban Flow and Happiness. In: Langner, A. and M. Mertens (eds.): flow aus spielen. Optimale Erfahrungen durch Computerspiele. Salzhemmendorf: Blumenkamp Verlag. Available here.
  • Dethridge, L. (2012): Art and the avatar in virtual and mixed-reality exhibition space. In Handbook of Research on Practices and Outcomes in Virtual Worlds and Environments, IGI Global, Philadelphia, USA, pp. 145-165.

2011

  • Dongyoun Shin, Sung Ah Kim, Yoon Choe, Thomas Seibert and Steffen P. Walz (2011): Integrated energy monitoring and visualization system for Smart Green City development: Designing a spatial information integrated energy monitoring model in the context of massive data management on a web based platform. In: Journal for Automation in Construction. Available Online.

2010

  • Walz, Steffen P. (2010): Toward a Ludic Architecture. The Space of Play and Games. Pittsburgh, PA: ETC Press / Carnegie Mellon University. Available Online as a free book download.
  • Walz, Steffen P. (2010): Analyse der Games-Branchenstruktur in Baden-Württemberg. Markt, Akteure, Interaktionen: Handlungsempfehlungen zur nachhaltigen wirtschaftspolitischen Unterstützung einer Zukunftsbranche. Stuttgart: MFG Baden-Württemberg mbH & Staatsministerium des Landes Baden-Württemberg. Study freely available..
  • Walz, Steffen P. (2010): „Das ganze Leben ist ein Spiel: wie die Veralltäglichung von Games die Gesellschaft verändert-“ In Selke, Stefan and Ullrich Dittler (eds.): Postmediale Wirklichkeiten aus interdiszipli-närer Perspektive: Wie Zukunftsmedien die Gesellschaft verändern. Hannover: Heise / telepolis.
  • Walz, Steffen P. (2010): „Enterveillance? Surveiltainment! Imagining the game generation world.“ In: Davidson, Drew (ed.): Cross-Media Communications: An Introduction to the Art of Creating Integrated Media Experiences. Pittsburgh, PA: ETC Press / Carnegie Mellon University. pp. 153-155.
  • Dethridge, L. (2010), 'The artist as urban shaman', in Frantic Bloom, Melbourne Books, Melbourne, pp. 12-21.

2009

  • Walz, Steffen P. (2009): „Approaches to Space in Game Design Research.“ In: Günzel, Stephan (ed.): Philosophy of Computer Games Lectures. Potsdam: Zentrum für Computerspielforschung DIGAREC & Universitätsverlag Potsdam.
  • Walz, Steffen P. (2009): „Bildung - Erlebnis - Game.“ In: Sohns, Jan-Arne and Rüdiger Utikal (eds.): Popkultur trifft Schule. Bausteine für eine neue Medienerziehung. Weinheim: Beltz. pp. 199-221.
  • Ballagas, Rafael and Steffen P. Walz (2009): „Case K: REXplorer.” In: Montola, Markus, Stenros, Jaako and Annika Waern (eds.): Pervasive Games: Theory and Design. Experiences on the Boundary Between Life and Play. San Francisco, CA: Morgan Kaufmann Publishers. pp. 215-218.
  • Dethridge, L. (2009): Ways of acting and reflecting: Researching and writing the screenplay. In: Creative Arts Research: Narratives of Methodologies and Practices, Sense Publishers, Rotterdam, The Netherlands, pp. 97-110.
  • Dethridge, L. (2009): The magic realism of a virtual second life. In: Literature and Aesthetics, Sydney Society of Literature and Aesthetics, Sydney Uni., Sydney, Australia, vol. 19, no. 2, pp. 262-278.

2008

  • Ballagas, Rafael, Walz, Steffen P. and André Kuntze (2008): „Gaming Tourism. Lessons from Evaluating REXplorer, a Pervasive Game for Tourists.” In: Proceedings of PERVASIVE 2008 - The 6th International Conference on Pervasive Computing, May 19-22, 2008, Sydney, Australia. pp. 245-258.

2007

  • von Borries, Friedrich, Steffen P. Walz and Matthias Böttger (eds.) (2007): Space Time Play. Computer Games, Architecture and Urbanism: The Next Level. Basel / Berlin / Boston: Birkhäuser Publishing.
  • Walz, Steffen P. and Rafael Ballagas (2007): „Pervasive Persuasive: A Rhetorical Design Approach to a Location-Based Spell-Casting Game for Tourists.” In: Proceedings of Situated Play. DiGRA 2007 - The 3rd International Digital Games Research Conference, Tokyo, September 24-28, 2007. pp. 489-497.
  • Ballagas, Rafael, Walz, Steffen P., Kratz, Sven, Fuhr, Claudia, Yu, Eugen, Tann, Martin, Borchers, Jan, and Ludger Hovestadt: „REXplorer: A Mobile, Pervasive Spell-Casting Game for Tourists.” In: CHI '07 extended abstracts on Human factors in computing systems, San Jose, CA, USA, 2007. New York: ACM Press.
  • Walz, Steffen P. (2007): „Pervasive Persuasive Play: Rhetorical Game Design for the Ubicomp World.“ In: Fogg, B.J. and Dean Eckles / Stanford University Persuasive Technology Lab (ed.): Mobile Persuasion: 20 Perspectives on the Future of Behavior Change. Palo Alto, CA: Stanford Captology Media. pp. 101-108.

Note: For older publications by Dr Walz, please refer to his former faculty website at the ETH Zurich.

 Exhibitions

2013

  • Dethridge, L. 2008, 'Fashion in Second Life', ABC TV and National Gallery of Victoria, Australia.
  • Stober, Jens M., 'V.O.I.D - Experimental Virtual Reatliy Game Series', as part of ZKM_Gameplay at BEYOND Festival: ZKM (Center for Art and Media Karlsruhe).
  • Stober, Jens M., 'V.O.I.D - Experimental Virtual Reatliy Game Series', Gamescom Cologne.

2010

2009

  • Dethridge, L. Lade, J. Cole, C. Brear, P. Strahan, L. Renner, C. Van de Pol, C. and Rendle-Short, F. (2009): Writing Naked a mixed media exhibition. For: Melbourne Writers Festival, Field 36 Gallery, Melbourne, Australia
  • Dethridge, L. Derrick, J. and Hullick, J. (2009): Dark Luminance, Presented at Melbourne Art Rooms Gallery, Melbourne, Australia.
  • Dethridge, L. and Svoronos, B. (2009): Letters to Isaac. Performed at Melbourne Fringe Festival, BMW Edge Theatre, Federation Square, Melbourne, Australia.
  • Dethridge, L. Hawkins, K. O'Loan, T. and Quinn, P. (2009): Fire up: Design Challenge. Presented for RMIT University Design Research Institute 2009 Design Challenge: Fire, Melbourne Museum, Melbourne, Australia.

2008

  • Dethridge, L. (2008): Virtual media: identity in second life. Curated and exhibited at: State of Design Festival, ABC television, National Gallery of Victoria, Melbourne, Australia.
  • Dethridge, L. (2008): Fashion in Second Life. Recorded for: ABC TV and National Gallery of Victoria, Australia.
Rexplorer at Computerspiele Museum Berlin