Dr. Elisa Mekler

Forschungsschwerpunkt Mensch-Maschine Interaktion

Position:
Leitung Forschungsschwerpunkt Mensch-Machine Interaktion

Email:
E-Mail senden

Telefon:
Tel.+41 61 207 35 68

Anschrift:
Büro 01.004 (HH)
Missionsstrasse 62a
4055 Basel

Forschungsinteressen

In meiner Arbeit beschäftige ich mich damit was ein bedeutungsvolles Benutzererlebnis (engl. User Experience) mit interaktiven Technologien, z. Bsp. digitalen Spielen ausmacht. Dabei stütze ich mich auf Theorien und Konzepte der allgemeinen Psychologie (Emotion, Motivation), der Medienpsychologie sowie der sog. positiven Psychologie. Insbesondere interessiert mich auch wann und warum Menschen (ambivalente und negative) emotionale Erlebnisse mit interaktiven Systemen schätzen.

Auszeichnungen

  • 2017 CHI Best Paper Honorable Mention
  • 2016 CHI Best Paper Award
  • 2016 CHI Best Paper Honorable Mention
  • 2015 CHI PLAY Best Paper Award

Publikationen

Conference Proceedings

2018
  • Bopp, J. A., Opwis, K., & Mekler, E. D. (2018). “An Odd Kind of Pleasure”: Differentiating Emotional Challenge in Digital Games. In Proceedings of the 2018 CHI Conference on Human Factors in Computing Systems (pp. 41:1–41:12). New York, NY, USA: ACM. https://doi.org/10.1145/3173574.3173615
  • Brühlmann, F., Vollenwyder, B., Opwis, K., & Mekler, E. D. (2018). Measuring the "Why" of Interaction: Development and Validation of the User Motivation Inventory (UMI). In Proceedings of the 2018 CHI Conference on Human Factors in Computing Systems (pp. 106:1–106:13). ACM. https://doi.org/10.1145/3173574.3173680
  • Law, E. L.-C., Brühlmann, F., & Mekler, E. D. (2018). Systematic Review and Validation of the Game Experience Questionnaire (GEQ) – Implications for Citation and Reporting Practice. In Proceedings of the Annual ACM Conference CHI Play 2018. ACM. https://doi.org/10.1145/3242671.3242683
  • Mekler, E., Iacovides, I., & Bopp, J. A. (2018). A Game that Makes You Question...” Exploring the Role of Reflection for the Player Experience. In Proceedings of the Annual ACM Conference CHI Play 2018. ACM. https://doi.org/10.1145/3242671.3242691
  • Müller, L. J., Opwis, K., & Mekler, E. D. (2018). "In A Good Way Weird": Exploring Positive Experiences with Technology-Mediated Pornography. In CHI 2018 Extended Abstracts. ACM. https://doi.org/10.1145/3170427.3188527
  • Vollenwyder, B., Schneider, A., Krueger, E., Brühlmann, F., Opwis, K., & Mekler, E. D. (2018). How to Use Plain and Easy-to-Read Language for a Positive User Experience on Websites. In K. Miesenberger & G. Kouroupetroglou (Eds.), Computers Helping People with Special Needs (pp. 514–522). Cham: Springer International Publishing. https://doi.org/10.1007/978-3-319-94277-3
2017
  • Bopp, J. A., & Mekler, E. D. (2017). Evaluating Emotionally Intense Emotion Regulation Games.
  • Petralito, S., Brühlmann, F., Iten, G., Mekler, E. D., & Opwis, K. (2017). A Good Reason to Die: How Avatar Death and High Challenges Enable Positive Experiences. In Proceedings of the 2017 CHI Conference on Human Factors in Computing Systems. https://doi.org/10.1145/3025453.3026047 Honorable Mention (top 5%)
  • Wehbe, R. R., Mekler, E. D., Schäkermann, M. H., Lank, E., & Nacke, L. E. (2017). Testing Incremental Difficulty Design in Platformer Games. In Proceedings of the 2017 CHI Conference on Human Factors in Computing Systems. https://doi.org/http://dx.doi.org/10.1145/3025453.3025697
2016
  • Bopp, J. A., Mekler, E. D., & Opwis, K. (2016). Negative Emotion, Positive Experience? Emotionally Moving Moments in Digital Games. In Proceedings of the 2016 CHI Conference on Human Factors in Computing Systems. (pp. 2996–3006). ACM. https://doi.org/10.1145/2858036.2858227 Honorable Mention (top 5%)
  • Brühlmann, F., Schmid, G.-M., & Mekler, E. D. (2016). Online Playtesting With Crowdsourcing: Advantages and Challenges. In CHI 2016 Workshop: Lightweight Games User Research for Indies and Non-Profit Organizations. Retrieved from http://gur.hcigames.com/wp-content/uploads/2016/05/CHIGUR2016_paper_6.pdf
  • Endress, S. I., Mekler, E. D., & Opwis, K. (2016). It’s Like I Would Die as Well: Gratifications of Fearful Game Experience. In Proceedings of the 2016 Annual Symposium on Computer-Human Interaction in Play Companion Extended Abstracts (pp. 149–155). ACM. https://doi.org/10.1145/2968120.2987716
  • Forde, S. F., Mekler, E. D., & Opwis, K. (2016). Informational, but not Intrinsically Motivating Gamification’: Preliminary Findings. In Proceedings of the 2016 Annual Symposium on Computer-Human Interaction in Play Companion Extended Abstracts (pp. 157–163). ACM. https://doi.org/10.1145/2968120.2987738
  • Mekler, E. D., Rank, S., Steinemann, S. T., Birk, M. V., & Iacovides, I. (2016). Designing for Emotional Complexity in Games: The Interplay of Positive and Negative Affect. In To appear in CHI PLAY ´16. https://doi.org/10.1145/2968120.2968126
  • Mekler, E. D., & Hornbæk, K. (2016). Momentary Pleasure or Lasting Meaning? Distinguishing Eudaimonic and Hedonic User Experiences. In Proceedings of the 2016 CHI Conference on Human Factors in Computing Systems. (pp. 4509–4520). ACM. https://doi.org/10.1145/2858036.2858225 Best Paper (top 1 %)
  • Müller, L. J., Mekler, E. D., & Opwis, K. (2016). Hedonic Enjoyment and Personal Expressiveness in Positive User Experiences. In In Proceedings of the 2016 CHI Conference Extended Abstracts on Human Factors in Computing Systems (pp. 3166–3172). ACM. Retrieved from http://dl.acm.org/citation.cfm?id=2892494
  • Ooi, Y. P., Goh, D. H.-L., Mekler, E. D., Tuch, A. N., Boon, J., Ang, R. P., … Gaab, J. (2016). Understanding player perceptions of RegnaTales, a mobile game for teaching social problem solving skills. In Proceedings of the 31st Annual ACM Symposium on Applied Computing (pp. 167–172). ACM. https://doi.org/http://doi.org/10.1145/2851613.2851678
  • Steinemann, S. T., Mekler, E. D., & Opwis, K. (2016). The Winner Gives It All? Preliminary Results on The Role of Game Outcome on the Effectiveness of a Game for Change. In Proceedings of the 2016 Annual Symposium on Computer-Human Interaction in Play Companion Extended Abstracts (pp. 291–298). ACM.
  • Tondello, G. F., Kappen, D. L., Mekler, E. D., Ganaba, M., & Nacke, L. E. (2016). Heuristic Evaluation for Gameful Design. In CHI PLAY Companion ’16 (pp. 315–323). https://doi.org/10.1145/2968120.2987729
  • Vanden Abeele, V., Nacke, L. E., Mekler, E. D., & Johnson, D. M. (2016). Design and Preliminary Validation of the Player Experience Inventory. In CHI PLAY Companion ’16 (pp. 335–341). https://doi.org/https://doi.org/10.1145/2968120.2987744
2015
  • Bopp, J. A., Mekler, E. D., & Opwis, K. (2015). "It Was Sad But Still Good": Gratifications of Emotionally Moving Game Experiences. In Proceedings of the 33rd Annual ACM Conference Extended Abstracts on Human Factors in Computing Systems (pp. 1193–1198). Retrieved from http://dl.acm.org/citation.cfm?doid=2702613.2732852
  • Forde, S. F., Mekler, E. D., & Opwis, K. (2015). Informational vs. Controlling Gamification: A Study Design. In CHI PLAY ’15. ACM. Retrieved from http://dl.acm.org/citation.cfm?id=2810297
  • Müller, L. J., Mekler, E. D., & Opwis, K. (2015). Facets In HCI: Towards Understanding Eudaimonic UX – Preliminary Findings. In Proceedings of the 33rd Annual ACM Conference Extended Abstracts on Human Factors in Computing Systems (pp. 2283–2288). New York, NY, USA: ACM. https://doi.org/10.1145/2702613.2732836
  • Mekler, E. D., & Bopp, J. A. (2015). Exploring the False Affective Dichotomy in Games – Emotions and Meta-Emotions. In CHI PLAY´15 Workshop "The False Dichotomy between Positive and Negative Affect in Game Play". Retrieved from https://falsedichotomy2015.files.wordpress.com/2015/09/chiplay2015dichotomy_paper_2.pdf
  • Müller, L. J., Mekler, E. D., & Opwis, K. (2015). Facets In HCI: Towards Understanding Eudaimonic UX – Preliminary Findings. In Proceedings of the 33rd Annual ACM Conference Extended Abstracts on Human Factors in Computing Systems (pp. 2283–2288). New York, NY, USA: ACM. https://doi.org/10.1145/2702613.2732836
  • Steinemann, S. T., Mekler, E. D., & Opwis, K. (2015). Increasing Donating Behavior Through a Game for Change: The Role of Interactivity and Appreciation. In CHI PLAY ´15 (pp. 319–329). https://doi.org/10.1145/2793107.2793125 Best Paper (top 1 %)
2014
  • Mekler, E. D., Bopp, J. A., Tuch, A. N., & Opwis, K. (2014). A systematic review of quantitative studies on the enjoyment of digital entertainment games. In CHI ´14 Proceedings of the SIGCHI Conference on Human Factors in Computing Systems (pp. 927–936). https://doi.org/10.1145/2556288.2557078
  • Mekler, E. D., Tuch, A. N., Martig, A. L., & Opwis, K. (2014). A Diary Study Exploring Game Completion and Player Experience (pp. 433–434). https://doi.org/10.1145/2658537.2661304
2013
  • Hug, M., Suter, N. T., Mekler, E. D., & Opwis, K. (2013). Ads suit up! Effects of website and advertiser credibility on consumer responses to banner ads. In Proceedings of the 2013 annual conference on Human factors in computing systems (CHI EA ´13) (pp. 1803–1808). New York, NY, USA: ACM. https://doi.org/10.1145/2468356.2468680
  • Mekler, E. D., Brühlmann, F., Opwis, K., & Tuch, A. N. (2013). Do points, levels and leaderboards harm intrinsic motivation?: an empirical analysis of common gamification elements. In Gamification 2013: Proceedings of the First International Conference on Gameful Design, Research, and Applications (pp. 66–73). https://doi.org/10.1145/2583008.2583017
  • Mekler, E. D., Brühlmann, F., Opwis, K., & Tuch, A. N. (2013). Disassembling gamification: The effects of points and meaning on user motivation and performance. In Proceedings of the 2013 annual conference on Human factors in computing systems (CHI EA ´13) (pp. 1137–1142). New York, NY, USA: ACM. https://doi.org/10.1145/2468356.2468559
2012
  • Heinz, S., & Mekler, E. D. (2012). The influence of banner placement and navigation style on the recognition of advertisement banners. In Proceedings of the 7th Nordic Conference on Human-Computer Interaction: Making Sense Through Design (NordiCHI’12) (pp. 803–804). New York, NY, USA: ACM. https://doi.org/10.1145/2399016.2399156

Journal Articles

2018
  • Iten, G. H., Bopp, J. A., Steiner, C., Opwis, K., & Mekler, E. D. (2018). Does a prosocial decision in video games lead to increased prosocial real-life behavior? The impact of reward and reasoning. Computers in Human Behavior, 89, 163–172. https://doi.org/10.1016/j.chb.2018.07.031
  • Landers, R. N., Tondello, G. F., Kappen, D. L., Collmus, A. B., Mekler, E. D., & Nacke, L. E. (2018). Defining Gameful Experience as a Psychological State Caused by Gameplay: Replacing the Term ‘Gamefulness’ with Three Distinct Constructs. International Journal of Human-Computer Studies. https://doi.org/10.1016/j.ijhcs.2018.08.003
2017
  • Mekler, E. D., Brühlmann, F., Tuch, A. N., & Opwis, K. (2017). Towards understanding the effects of individual gamification elements on intrinsic motivation and performance. Computers in Human Behavior, 71, 525–534. https://doi.org/10.1016/j.chb.2015.08.048
  • Steinemann, S. T., Iten, G. H., Opwis, K., Forde, S. F., Frasseck, L., & Mekler, E. D. (2017). Interactive Narratives Affecting Social Change: A Closer Look at the Relationship Between Interactivity and Prosocial Behavior. Journal of Media Psychology, 29, 54–66. https://doi.org/http://dx.doi.org/10.1027/1864-1105/a000211
2013
  • Roth, S. P., Tuch, A. N., Mekler, E. D., Bargas-Avila, J. A., & Opwis, K. (2013). Location matters, especially for non-salient features –An eye-tracking study on the effects of web object placement on different types of websites. International Journal of Human-Computer-Studies, 71(3), 228–235. https://doi.org/10.1016/j.ijhcs.2012.09.001

Book Chapters

2018
  • Brühlmann, F., & Mekler, E. D. (2018). Surveys in Games User Research. In A. Drachen, P. Mirza-Babaei, & L. Nacke (Eds.), Games User Research (pp. 141–162). Oxford: Oxford University Press. Retrieved from https://global.oup.com/academic/product/games-user-research-9780198794844