woman with headphones listening music
community of people enjoying music-concert
runner at dawn

Changing Experiences and Behaviors Through Interactive Media

How can we create interactive media to support users in their endeavours to do more exercise or help others? To increase their sense of well-being or self-efficacy? To think more deeply about questions large and small? These are some of the research questions we are investigating through projects on interactive narratives about friendly monsters and moral quandaries, projects on gamified fitness apps and why people stop using them, projects on serious games and when they can be effective and projects on our own gameful system aimed at supporting users’ ability to find and do everyday prosocial acts in their community.


(Steinemann et al., 2018)

(Steinemann, 2015)

(Geelan, Iten, & Steinemann, 2017)

(Steinemann, Mekler, & Opwis, 2015)

(Steinemann et al., 2017)

(Steinemann, Geelan, de Salas, & Opwis, 2017)

(Steinemann, Mekler, & Opwis, 2016)

  • Masterproject: möglich
  • Contact: E-Mail


Conference Proceedings

  • Steinemann, S. T., Geelan, B., Sachithananthan, K., Frasseck, L., Iten, G., & Opwis, K. (2018). Simple Acts - A Gameful System To Increase Justice Restoration Self-Efficacy and Civic Engagement. In Games Everywhere, Gaming Everywhere: On the Edge of Ubiquity, from Mobile to Augmented Reality Games and Beyond. Pre-Conference to the 68th International Communication Association (ICA) Annual Conference.
  • Geelan, B., Iten, G. H., & Steinemann, S. T. (2017). Meaningful, Simple & Hopeful. An Exploratory Approach to Understanding Persuasive Game Narratives. In Workshop: Arguing on the Holodeck - Designing Immersive Interactive Entertainment with Persuasive Intent.
  • Steinemann, S., Geelan, B., de Salas, K., & Opwis, K. (2017). Simple Acts for a Better World: A Gameful System for Prosocial Behavior: Preliminary Design and Research Plan. (pp. 305–313). ACM. https://doi.org/https://doi.org/10.1145/3130859.3131295
  • 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.
  • Steinemann, S. T. (2015). Positive and Negative Experiences in Games for Change - Does Feeling Bad Make You A Better Person? 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_4.pdf
  • 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 %)

Journal Articles

  • 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