TY - CHAP A1 - Möring, Sebastian A1 - Aarseth, Espen T1 - The game itself? BT - Towards a Hermeneutics of Computer Games T2 - International Conference on the Foundations of Digital Games (FDG ’20) N2 - In this paper, we reassess the notion and current state of ludohermeneutics in game studies, and propose a more solid foundation for how to conduct hermeneutic game analysis. We argue that there can be no ludo-hermeneutics as such, and that every game interpretation rests in a particular game ontology, whether implicit or explicit. The quality of this ontology, then, determines a vital aspect of the quality of the analysis. Y1 - 2020 U6 - https://doi.org/10.1145/3402942.3402978 SP - 1 EP - 8 PB - ACM CY - New York ER - TY - CHAP A1 - Eigelshoven, Felix A1 - Ullrich, André A1 - Bender, Benedict T1 - Public blockchain BT - a systematic literature review on the sustainability of consensus algorithms T2 - Proceedings of the 28th European Conference on Information Systems (ECIS)- A Virtual AIS Conference N2 - Blockchain has the potential to change business transactions to a major extent. Thereby, underlying consensus algorithms are the core mechanism to achieve consistency in distributed infrastructures. Their application aims for transparency and accountability in societal transactions. As a result of missing reviews holistically covering consensus algorithms, we aim to (1) identify prevalent consensus algorithms for public blockchains, and (2) address the resource perspective with a sustainability consideration (whereby we address the three spheres of sustainability). Our systematic literature review identified 33 different consensus algorithms for public blockchains. Our contribution is twofold: first, we provide a systematic summary of consensus algorithms for public blockchains derived from the scientific literature as well as real-world applications and systemize them according to their research focus; second, we assess the sustainability of consensus algorithms using a representative sample and thereby highlight the gaps in literature to address the holistic sustainability of consensus algorithms. KW - Blockchain KW - Consensus algorithms KW - Sustainability KW - Systematic literature revieew Y1 - 2020 UR - https://aisel.aisnet.org/ecis2020_rp/202 SP - 1 EP - 19 ER - TY - CHAP A1 - Möring, Sebastian A1 - Aarseth, Espen T1 - The game itself? BT - Towards a Hermeneutics of Computer Games T2 - International Conference on the Foundations of Digital Games (FDG ’20) N2 - In this paper, we reassess the notion and current state of ludohermeneutics in game studies, and propose a more solid foundation for how to conduct hermeneutic game analysis. We argue that there can be no ludo-hermeneutics as such, and that every game interpretation rests in a particular game ontology, whether implicit or explicit. The quality of this ontology, then, determines a vital aspect of the quality of the analysis. Y1 - 2020 U6 - https://doi.org/0.1145/3402942.3402978 SP - 1 EP - 8 PB - ACM CY - New York ER - TY - CHAP A1 - Lebrenz, Lucas T1 - Nachwuchskolloquium zur Militärgeschichte T1 - Junior colloquium on military history BT - veranstaltet von der Philosophischen Fakultät der Universität Potsdam, Potsdam, 28. bis 29. November 2019 BT - organized by the Philosophical Faculty of the University of Potsdam, Potsdam, 28th to 29th November 2019 T2 - Militärgeschichtliche Zeitschrift Y1 - 2020 U6 - https://doi.org/10.1515/mgzs-2020-0073 SN - 2193-2336 SN - 2196-6850 VL - 79 IS - 2 SP - 496 EP - 502 PB - De Gruyter CY - Berlin ER - TY - CHAP A1 - Graffmann-Weschke, Katharina A1 - Paelecke, Annegret ED - Hochhaus, Andreas T1 - Die Rolle von Krebserkrankungen bei der Langzeitpflege durch Angehörige BT - 34. Deutscher Krebskongress informativ. innovativ. integrativ. Optimale Versorgung für alle. Berlin, 19.-22. Februar 2020: Abstracts T2 - Oncology Research and Treatment Y1 - 2020 SN - 978-3-318-06686-9 U6 - https://doi.org/10.1159/000506491 SN - 2296-5270 SN - 2296-5262 VL - 43 SP - 143 EP - 143 PB - Karger CY - Basel ER - TY - CHAP A1 - Risius, Marten A1 - Baumann, Annika A1 - Krasnova, Hanna T1 - Developing a new paradigm BT - introducing the intention-behaviour gap to the privacy paradox phenomenon T2 - Proceedings of the 28th European Conference on Information Systems (ECIS) : ECIS 2020 Research Papers N2 - Internet users commonly agree that it is important for them to protect their personal data. However, the same users readily disclose their data when requested by an online service. The dichotomy between privacy attitude and actual behaviour is commonly referred to as the “privacy paradox”. Over twenty years of research were not able to provide one comprehensive explanation for the paradox and seems even further from providing actual means to overcome the paradox. We argue that the privacy paradox is not just an instantiation of the attitude-behaviour gap. Instead, we introduce a new paradigm explaining the paradox as the result of attitude-intention and intentionbehaviour gaps. Historically, motivational goal-setting psychologists addressed the issue of intentionbehaviour gaps in terms of the Rubicon Model of Action Phases and argued that commitment and volitional strength are an essential mechanism that fuel intentions and translate them into action. Thus, in this study we address the privacy paradox from a motivational psychological perspective by developing two interventions on Facebook and assess whether the 287 participants of our online experiment actually change their privacy behaviour. The results demonstrate the presence of an intentionbehaviour gap and the efficacy of our interventions in reducing the privacy paradox. KW - privacy paradox KW - intention-behaviour gap KW - attitude-behaviour gap KW - commitment KW - rubicon model KW - social media Y1 - 2020 UR - https://aisel.aisnet.org/ecis2020_rp/150 UR - https://www.researchgate.net/publication/341507497_Developing_a_New_Paradigm_Introducing_the_Intention-Behaviour_Gap_to_the_Privacy_Paradox_Phenomenon/link/5ec4a1c892851c11a8778d3f/download?_tp=eyJjb250ZXh0Ijp7InBhZ2UiOiJwdWJsaWNhdGlvbiIsInByZXZpb3VzUGFnZSI6bnVsbH19 PB - AIS Electronic Library (AISeL) CY - [Erscheinungsort nicht ermittelbar] ER - TY - CHAP ED - Gronau, Norbert ED - Heine, Moreen ED - Poustcchi, Key ED - Krasnova, Hanna T1 - Entwicklungen, Chancen und Herausforderungen der Digitalisierung BT - Proceedings der Community Tracks zur WI 2020 N2 - Stetig steigende Studierendenzahlen und Studierendenerwartungen der „Generation Z“ als „Digital Natives“ stellen Hochschulen bei gleichbleibenden Lehrressourcen vor vielfältige technische, didaktische, organisationale und curriculare Herausforderungen. Aufgrund ihrer Diversität und Heterogenität gibt es keinen einheitlichen Weg der digitalen Transformation im Hochschulsektor. Curricula, Studienstrukturen, Präsenzlehre und digitale Lehr- und Lernangebote müssen auf die jeweiligen Hochschulen, Zielgruppen und Kooperationspartner zugeschnitten werden. Dabei müssen auch neue Zielgruppen erreicht werden, z.B. Berufstätige und Teilzeitstudierende, und die Individualisierung sowie die nationale und internationale Studierendenmobilität gefördert werden. Kompetenzen für die Informationsextraktion aus Lern- und Studienprozessen, (Big) Data Analytics und Visualisierung, Künstliche Intelligenz und Augmented Reality müssen in Hochschulen aufgebaut werden. Von der digitalen Transformation sind alle Bereiche von Hochschulen betroffen, z.B. Präsidien, Fakultäten und gleichgestellte Einrichtungen, Universitätsverwaltungen, Forschungseinrichtungen sowie zentrale und dezentrale (IT-)Dienstleister, die sich mit schnell verändernden Anforderungs- und Rollenprofilen anpassen müssen. Ferner sind rechtliche Rahmenbedingungen zu betrachten, z.B. Datenschutzanforderungen, um die Potenziale von digitalen Lehr- und Lernangeboten und von digitalen Medien in der Lehre zu erschließen. Dieser Track diskutiert theoretische, konzeptionelle, gestaltungsorientierte, empirische und verhaltensorientierte Beiträge. Y1 - 2020 SN - 978-3-95545-336-7 U6 - https://doi.org/10.30844/wi_2020_ct VL - 2 PB - GITO mbH Verlag für Industrielle Informationstechnik und Organisation CY - Berlin ER - TY - CHAP A1 - Grum, Marcus A1 - Bender, Benedict A1 - Gronau, Norbert A1 - Alfa, Attahiru S. T1 - Efficient task realizations in networked production infrastructures T2 - Proceedings of the Conference on Production Systems and Logistics N2 - As Industry 4.0 infrastructures are seen as highly evolutionary environment with volatile, and time-dependent workloads for analytical tasks, particularly the optimal dimensioning of IT hardware is a challenge for decision makers because the digital processing of these tasks can be decoupled from their physical place of origin. Flexible architecture models to allocate tasks efficiently with regard to multi-facet aspects and a predefined set of local systems and external cloud services have been proven in small example scenarios. This paper provides a benchmark of existing task realization strategies, composed of (1) task distribution and (2) task prioritization in a real-world scenario simulation. It identifies heuristics as superior strategies. KW - Industry 4.0 KW - CPS KW - Decentral Decision Making KW - Industrial Analytics KW - Case Study Y1 - 2020 U6 - https://doi.org/10.15488/9682 SP - 397 EP - 407 PB - publish-Ing. CY - Hannover ER - TY - CHAP A1 - Haase, Jennifer T1 - How games spoil creativity BT - a creative mindset priming study T2 - International conference of ISPIM / International Society for Professional Innovation Management : papers / Graduate School of Industrial Engineering and Management Science, Eindhoven University of Technology N2 - The demand for a creative workforce is every growing and effective measures to improve individual creativity are searched for. This study analyzes the possibility to use games as a prime for a creative mindset. Two short entertainment games, plus a no-game-comparison condition were set up in three versions of an online-study, along with two creativity tasks and scales to assess the individual creative mindset (fixed-vs-growth, creative self-efficacy and affect). Results indicate priming effects of the games, but in the opposite intended direction: gaming diminished the creative test performances. Those playing the games reported more ideas in the open-ended creative problem task, but those answers were of less quality and they solved less closed-problem items compared to those not playing. An impact of further mindset differences could be ruled out. KW - Creativity KW - mindset KW - priming KW - gaming KW - improvement KW - enhancement Y1 - 2020 SP - 1 EP - 12 PB - International Society for Professional Innovation Management CY - Manchester ER - TY - CHAP A1 - Vladova, Gergana A1 - Rüdian, Sylvio Leo T1 - From learners to educators BT - development of online courses by students for students T2 - The future of education N2 - The rapid growth of technology and its evolving potential to support the transformation of teaching and learning in post-secondary institutions is a major challenge to the basic understanding of both the university and the communities it serves. In higher education, the standard forms of learning and teaching are increasingly being challenged and a more comprehensive process of differentiation is taking place. Student-centered teaching methods are becoming increasingly important in course design and the role of the lecturer is changing from the knowledge mediator to moderator and learning companion. However, this is accelerating the need for strategically planned faculty support and a reassessment of the role of teaching and learning. Even though the benefits of experience-based learning approaches for the development of life skills are well known, most knowledge transfer is still realized through lectures in higher education. Teachers have the goal to design the curriculum, new assignments, and share insights into evolving pedagogy. Student engagement could be the most important factor in the learning success of university students, regardless of the university program or teaching format. Against this background, this article presents the development, application, and initial findings of an innovative learning concept. In this concept, students are allowed to deal with a scientific topic, but instead of a presentation and a written elaboration, their examination consists of developing an online course in terms of content, didactics, and concept to implement it in a learning environment, which is state of the art. The online courses include both self-created teaching material and interactive tasks. The courses are created to be available to other students as learning material after a review process and are thus incorporated into the curriculum. KW - future curriculum KW - digitalization KW - online courses KW - COVID-19 Y1 - 2020 UR - https://conference.pixel-online.net/files/foe/ed0010/FP/6824-CUD4792-FP-FOE10.pdf SN - 978-88-85813-87-8 U6 - https://doi.org/10.26352/E618_2384-9509 SN - 2420-9732 VL - 10 PB - Pixel CY - Florenz ER -