Dr. Nikolaus Koenig
- nikolaus.koenig@donau-uni.ac.at
- +43 2732 893-5452
- Zum Kontaktformular
- Campus Krems, Trakt F, EG, 0.08
- Universität für Weiterbildung Krems
- Zentrum für Angewandte Spieleforschung
- Dr.-Karl-Dorrek-Straße 30
- 3500 Krems
- Österreich
Funktionen
Leitung, Zentrum für Angewandte Spieleforschung
Studiengangsleitung
Curriculum Manager
wissenschaftliche Mitarbeit
Zur Person
Forschungsschwerpunkte:
- Games & Play Theories
- Games as Media
- (Radical) Constructivism
- Imaginary systems and reality construction
- Media Ethics
- Human fantasy, cultural imaginations & political discourse
Projekte (Auszug Forschungsdatenbank)
Laufende Projekte
FROG - Future and Reality of Gaming 2024
Projektzeitraum: 01.04.2024–31.10.2025
Projektverantwortung (Universität für Weiterbildung Krems): Natalie Denk
Fördergeber: Bund (Ministerien)
Abgeschlossene Projekte
Projektzeitraum: 01.03.2019–30.09.2021
Projektverantwortung (Universität für Weiterbildung Krems): Natalie Denk
Fördergeber: Sonstige
Förderprogramm: FGOE
Projektzeitraum: 01.09.2019–31.08.2021
Projektverantwortung (Universität für Weiterbildung Krems): Thomas Wernbacher
Fördergeber: FFG
Create Digital Games for Education
Projektzeitraum: 01.10.2017–30.08.2020
Projektverantwortung (Universität für Weiterbildung Krems): Natalie Denk
Fördergeber: EU
Förderprogramm: ERASMUS+
Projektzeitraum: 01.04.2018–31.03.2020
Projektverantwortung (Universität für Weiterbildung Krems): Thomas Wernbacher
Fördergeber: FFG
Förderprogramm: FFG - Mobilität der Zukunft
Publikationen (Auszug Forschungsdatenbank)
Koenig, N.; Denk, N.; Pfeiffer, A.; Wernbacher, T.; Wimmer, S. (2023). Freedom | Oppression | Games & Play. University of Krems Press, Krems
Pfeiffer, A.; Koenig, N.; Wernbacher, T.; Bezzina, S.; Dingli, A.; Vella, V. (2023). A PROPOSAL FOR CATEGORIZING GAME-BASED ASSESSMENT METHODS. iated DIGITAL LIBRARY, 17th International Technology, Education and Development Conference: 1323-1329, iated DIGITAL LIBRARY, Digital
Koenig, N.; Denk, N.; Pfeiffer, A.; Wernbacher, T. (Hrsg.) (2022). The Magic of Games. Edition Donau-Universität Krems, Krems
Koenig, N.; Trépanier-Jobin, G. (2022). The Hidden Magic of Magic Circles - On the Ludic, Cultural, and Political Significance of Huizinga's Metaphor. In: Koenig, N.; Denk, N.; Pfeiffer, A.; Wernbacher, W., The Magic of Games: 311-329, Edition Donau-Universitaet Krems, Krems
König, N.; Denk, N.; Wimmer, S., Prandstätter, H. (2022). Creating an Escape Room for Cultural Mediation: Insights from "The Archivist's Dream". In: Conceição Costa, Proceedings of the 16th European Conference on Games Based Learning ECGBL 2022 Vol. 16 No. 1: S.297-306, Academic Conferences International Limited, Reading, UK
Pfeiffer, A.; Wernbacher, T.; König, N.; Denk, N.; Vella, V.;Dingli, A. (2022). Blockchains, Kryptowährungen, Utility-Token, NFTs und das Metaverse: Eine Einführung für den Bereich der Cyberkriminologie. In: Springer VS Wiesbaden, Handbuch Cyberkriminologie: 1-36, Springer VS Wiesbaden, Deutschland
Wernbacher, T.; Pfeiffer, A.; Häfner, P., Buchar; A.; Denk, N.; König, N.; DeRaffaele, C.; Attard, A.; Economides, A.A.; & M. Perifanou (2022). Trine: telepresence robots in education. Proceedings of the 16th annual International Technology, Education and Development Conference (INTED) 2022, 16: pp. 6514-6522, IATED
König N.; Pfeiffer A.; Wernbacher T.; Denk N. (2020). Game-Based Learning Research at the Danube-University Krems’ Center for Applied Game Studies. In: Seychell D., Dingli A., Rediscovering Heritage Through Technology: 123, Springer, Cham, Schweiz
Pfeiffer, A.; Kriglstein, S.; Bezzina, S.; König, N.; Wernbacher, T.; Dingli, A.; Vella V. (2020). BLOCKCHAIN TECHNOLOGIES AS DATA STORAGE FOR TEST RESULTS AND CERTIFICATES - THE HUMAN FACTOR. In: ICERI2020 Proceedings, 2020: 3430-3434, iated, Valencia
Koenig, N. (2020). The Crisis of Democracy, the Problem With Algorithms, the Lack of Discord, the Truth About Reality and Fantasy, and the Most Important Thing About Humans in Five Minutes or Less. Proceedings of the 2019 Connected Learning Summit, 1: 224, CARNEGIE MELLON UNIVERSITY: ETC PRESS
König, N.; Pfeiffer, A. (2020). Outputs and Insights From 12 Years of Game-Based Learning Research at the Danube-University Krems’ Center for Applied Game Studies. Proceedings of the 2019 Connected Learning Summit, 1: 87, CARNEGIE MELLON UNIVERSITY: ETC PRESS
Pfeiffer, A.; König, N.; Bezzina, S.; Kriglstein, S. (2020). Beyond Classical Gamification: In- and Around-Game Gamification for Education. Proceedings of the 19th European Conference on e-Learning ECEL 2020, 2020: 415ff., Academic Conferences International Limited
Wernbacher, T.; Reuter, R.A.P.; Denk, N.; Pfeiffer, A.; König, N.; Fellnhofer, K.; Grixti, A.; Bezzina, S.; Jannot, E. (2020). CREATE DIGITAL GAMES FOR EDUCATION: GAME DESIGN AS A TEACHING METHODOLOGY. ICERI2020 Proceedings, 2020: 3383-3392, iated
Pfeiffer, A.; König, N. (2019). Blockchain Technologies and Their Impact on Game-Based Education and Learning Assessment. In: Elmenreich, W.; Gabriel S.; Schniz, F.; Pölsterl, G.; Schallegger, R., Savegame, Perspektiven der Game Studies: 55-67, Springer VS, Wiesbaden
Pfeiffer, A.; König, N.; Wernbacher, Th.; Yaffe L. (2019). Learning-Record Store on Blockchain: A Glimpse Into the Future. In: Kalir, J. H., Proceedings of the 2018 Connected Learning Summit: 349, CARNEGIE MELLON UNIVERSITY: ETC PRESS PITTSBURGH, PA, PITTSBURGH
Black, M.; Donelan, L.; Higgins, T; Koenig, N; Lenzen, B; Muniz, N; Patel, K.; Pfeiffer, A.; Taylan, A.; Thomas, A.; Wernbacher, T. (2019). From Learning to Assessment. Utilizing Blockchain Technologies in Gaming Environments to Secure Learning Outcomes and Test Results. The Malta College of Arts, Science and Technology, MCAST Journal of Applied Research & Practice, Vol. 3, Issue 1: 172, Tik Communications., Handaq, Qormi, Malta
Vorträge (Auszug Forschungsdatenbank)
CREATE DIGITAL GAMES FOR EDUCATION: GAME DESIGN AS A TEACHING METHODOLOGY
13th annual International Conference of Education, Research and Innovation, 09.11.2020
BLOCKCHAIN TECHNOLOGIES AS DATA STORAGE FOR TEST RESULTS AND CERTIFICATES - THE HUMAN FACTOR
13th annual International Conference of Education, Research and Innovation, 09.11.2020
Beyond Classical Gamification: In- and Around-Game Gamification for Education.
19th European Conference on e-Learning ECEL 2020 - A Virtual Conference, 29.10.2020
Digital Games for 21st century skills
eTwinning Professional Development Workshop, 12.12.2019
Spielen & Lernen: Die Motivationskraft des Spielerischen unter der Lupe
Corporate Learning 3. Jahresforum, Wien, Österreich, 28.11.2019
Outputs & Insights From 12 Years of Game-Based Learning Research at the Danube-University Krems’ Center for Applied Game Studies
Connected Learning Summit 2019, Irvine, USA, 04.10.2019
The Crisis of Democracy, the Problem With Algorithms, the Lack of Discord, the Truth About Reality and Fantasy and the Most Important Thing About Humans in 5 Minutes or Less
Connected Learning Summit 2019, Irvine, USA, 04.10.2019
Game-based and Gamified Assessments (extended Workshop; pre-conference day)
Connected Learning Summit 2019, Irvine, USA, 02.10.2019
Gamification - Vorstellung und Einsatzmöglichkeiten im edukativen Bereich
Fachtagung: OeAD macht Schule, Wien, Österreich, 30.04.2019
Artificial Intelligence and the Art of Appearing Intelligent
Malta AI Hackathon 18, 30.11.2018
Das dezentrale Spiel: Warum Blockchain und Spiel perfekt zusammenpassen
Future and Reality of Gaming (FROG) 2018, Rathaus Wien, Österreich, 21.10.2018
Outputs and Insights from 13 years of running the applied game studies programme at Donau Universität Krems
Central and Eastern European Game Studies Conference 2018 (CEEGS), Prag, Tschechische Republik, 11.10.2018
Play theory, Gamification and beyond: Considerations on Game-based Education
Game On Kiew: Education and Creative Industry, 04.10.2018
Learning Record Store on Blockchain - a glimpse into the Future
Connected Learning Summit 2018 at MIT, Boston, USA, 03.08.2018
Gamification - Mehr als ein neues Modewort für "Spielen"?
OÖ Zukunftsakademie: "Spielen-Lernen-Arbeiten: Die Motivationskraft des Spielerischen als Trend in der Lern- und Arbeitswelt", 19.06.2018
The Game-based Learning Toolkit
Digital Games for Learning Event, Esplora, Il-Kalkara, Malta, 17.01.2018