Prof. Dr. Benedikt Morschheuser
Assistant Professorship of Information Systems (Gamification)
Curriculum vitae
Dr. Benedikt Morschheuser is an assistant professor of Information Systems at Friedrich-Alexander University Erlangen-Nürnberg (FAU). Endowed by adidas, he leads the chair on Gamification at the Institute of Information Systems (WIN).
Dr. Morschheuser received a diploma in Industrial Engineering & Management (Wirtschaftsingenieurwesen) in 2012 and in 2017 a Dr. rer. pol. from the Karlsruhe Institute of Technology. In 2021 he accepted a call from Friedrich-Alexander University Erlangen-Nürnberg and became assistant professor of Information Systems (Gamification) endowed by adidas.
His entire academic career has been conducted in close collaboration with the industry. From 2013 to 2014 he worked as a researcher at Leipzig University and investigated the future of banking as part of a research consortium of the German and Swiss finance industry. In 2014 he joined the Corporate Research of Robert Bosch GmbH to investigate the design of gamified systems and services. From 2017 to 2021, he has worked in the innovation department “Connected, Autonomous, Shared, and Electric mobility (CASE)” at Daimler AG and the digital transformation unit (Digital House) of Mercedes-Benz AG. In parallel, he worked as an associated researcher with research groups at the Karlsruhe Institute of Technology, the University of Mannheim, the University of St.Gallen and the Tampere University of Technology.
The research of Dr. Morschheuser focuses on designing interactive information systems and digital services, and in particular on optimizing the interaction between humans and information technologies. His passion is the increasingly penetration of technology, economy and everyday life with games, game design elements and emerging phenomena from the (video) gaming industry, such as virtual- & augmented-reality, virtual goods, eSports or serious gaming.
Dr. Morschheuser’s research aims to gain novel insights on designing more engaging, more meaningful, more human-centered, more effective, more collaborative, and more sustainable information systems and digital services. In particular, he investigates the design of gamified and motivational information systems and the effects of game design features on human motivation and behavior.
His research is applied in various industries (e.g. automotive, banking, customer goods, healthcare, education …) and domains (e.g. sales & marketing, mobility, education, collaboration, product design, innovation, creativity) and addresses current challenges of organizations and society.
For further information please visit the chair’s website.
2020
How Game Features Give Rise to Altruism and Collective Action? Implications for Cultivating Cooperation by Gamification
Proceedings of the 53rd Hawaii International Conference on System Sciences (Maui, 7. January 2020 - 10. January 2020)
In: Social Media and e-Business Transformation 2020
DOI: 10.24251/hicss.2020.086
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2019
Is it a tool or a toy? How user conceptions of a system's purpose affect their experience and use
In: International Journal of Information Management 49 (2019), p. 461-474
ISSN: 0268-4012
DOI: 10.1016/j.ijinfomgt.2019.07.016
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Cooperation or competition – When do people contribute more? A field experiment on gamification of crowdsourcing
In: International Journal of Human-Computer Studies 127 (2019), p. 7-24
ISSN: 1071-5819
DOI: 10.1016/j.ijhcs.2018.10.001
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2018
First-hand experience of why gamification projects fail and what could be done about it
2nd International GamiFIN Conference, GamiFIN 2018 (Pori, 21. May 2018 - 23. May 2018)
In: Jonna Koivisto, Juho Hamari, Juho Hamari (ed.): CEUR Workshop Proceedings 2018
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The Gamification of Work: Lessons From Crowdsourcing
In: Journal of Management Inquiry 28 (2018), p. 145-148
ISSN: 1056-4926
DOI: 10.1177/1056492618790921
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How to design gamification? A method for engineering gamified software
In: Information and Software Technology 95 (2018), p. 219-237
ISSN: 0950-5849
DOI: 10.1016/j.infsof.2017.10.015
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2017
The Gamification of Crowdsourcing Systems: Empirical Investigations and Design (Dissertation, 2017)
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Gamified crowdsourcing: Conceptualization, literature review, and future agenda
In: International Journal of Human-Computer Studies 106 (2017), p. 26-43
ISSN: 1071-5819
DOI: 10.1016/j.ijhcs.2017.04.005
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How to Gamify? A Method For Designing Gamification
Proceedings of the 50th Hawaii International Conference on System Sciences (Hawaii, 4. January 2017 - 7. January 2017)
In: Petri Parvinen, Juho Hamari (ed.): Gamification Minitrack 2017
DOI: 10.24251/hicss.2017.155
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Gamifizierung mit BPMN
In: Strahringer S., Leyh C. (ed.): Gamification und Serious Games, 2017, p. 31-42
ISBN: 9783658167417
DOI: 10.1007/978-3-658-16742-4_3
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Designing cooperative gamification: Conceptualization and prototypical implementation
2017 ACM Conference on Computer Supported Cooperative Work and Social Computing, CSCW 2017 (Portland, OR, 25. February 2017 - 1. March 2017)
In: Proceedings of the ACM Conference on Computer Supported Cooperative Work, CSCW 2017
DOI: 10.1145/2998181.2998272
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How games induce cooperation? A study on the relationship between game features and we-intentions in an augmented reality game
In: Computers in Human Behavior 77 (2017), p. 169-183
ISSN: 0747-5632
DOI: 10.1016/j.chb.2017.08.026
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2016
Gamification in crowdsourcing: A review
49th Annual Hawaii International Conference on System Sciences, HICSS 2016 (Koloa, HI, 5. January 2016 - 8. January 2016)
In: Ralph H. Sprague, Tung X. Bui (ed.): Proceedings of the Annual Hawaii International Conference on System Sciences 2016
DOI: 10.1109/HICSS.2016.543
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