Mag. Natalie Denk, MA

Center for Applied Game Studies

Projects (Extract Research Database)

TRinE

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StreamIT!

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Cycle4Value

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E-MINT

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Digital Gesund Altern

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Lehre?Respekt!

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Walk Your City: Forcierung des Fußgängerverkehrs in Städten anhand innovativer, verhaltensbasierter Interventionsformen

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Kinder Knigge

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Create Digital Games for Education

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Mobility360

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Publications (Extract Research Database)

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

Wernbacher, Th.; Platzer, M.; Schneider, J.; Titze, S.; Denk, N.; Pfeiffer, A. (2020). Walk Your City: Using nudging to promote walking. In: Proceedings of the 25th International Conference on Urban Planning, Regional Development and Information Society, 25: 1009-1018, REAL CORP, Vienna

Denk, N. (2020). E-Sport im Schulalltag?! SchulVerwaltung, 6.2020: 170, Wolters Kluver

Denk, N.; Zauchner-Studnicka, S.; Wernbacher, T.; Stella-Pfeiffer, S.; Salomon, N.; Resch-Schobel, K.; Hollinetz, M (2020). STEM GATEKEEPERS IDENTIFIED: LET’S GET THE PARENTS ON BOARD! ICERI2020 Proceedings, 2020: 3414-3423, iated

Pfeiffer, A.; Bezzina, S.; Denk, N.; Kriglstein, S.; Wimmer, S.; Thielen, C (2020). LIFE-WORLD ORIENTED EDUCATION IN TIMES OF THE COVID-19 LOCKDOWN. TWITCH.TV AS PEDAGOGICAL TOOL. ICERI2020 Proceedings, 2020: 3507-3513, iated

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.; Wernbacher, T.; Denk, N.; Kriglstein, S. (2020). Do You Love It Already or Do You Still Ignore It? The Two Faces of the Phenomenon Spectatorship in E-Sports. WORKSHOP @CHI 2020 ONLINE, Be Part Of It: Spectator Experience in Gaming and eSports, Online: 10.13140/RG.2.2.14335.15527, CHI

Simon, W.; Denk, N. (2020). Spiele(n) "OnTheGO". gruppe & spiel, 4/2020: 8 - 11, Friedrich Verlag GmbH

Wernbacher, T.; Seewald, A.; Denk, N.; Platzer, M.; Winter, T. (2019). Think! First: Inducing Behavioural Change Through Gamification, Persuasive Design Principles and Machine Learning. Proceedings of the 13th European Conference on Games Based Learning, 13: 793-801

Seewald, A.; Wernbacher, T.; Pfeiffer, A.; Denk, N.; Platzer, M.; Berger, M.; Winter, T. (2019). Towards Minimizing E-Commerce Returns For Clothing. In: Proceedigs of the 11th International Conference on Agents and Artificial Intelligence, 11: 801, SciTePress, Setúbal, Portugal

Kraus, Constantin, Wernbacher, T., Denk, N.; Platzer, M.; Titze, S. (2019). Time2Walk.

Pfeiffer, A.; Wernbacher, T.; Denk, N. (2018). Das Spiel auf der Blockchain. In: Volkskultur Steiermark GmbH, Jahrbuch Volkskultur Steiermark 2017: Homo Ludens - agieren.experimentieren.inszenieren. 82, Volkskultur Steiermark, Steiermark

Denk, N.; Pfeiffer, A. (2017). Werden wir unseren Urlaub virtuell genießen? In: Kafka M., Pennerstorfer P., Werden wir auf dem Mars Leben? 137-140, Brandstätter, Wien

Denk, N.; Pfeiffer, A.; Wernbacher, T.; Camilleri, V. (2016). Game Based Learning to Alleviate Early School Leaving – Weiterentwicklung der Toolkit-GBL Plattform, zur Verringerung der Schulabbruchsquote in Malta und Schweden. Haag J.; Weißenböck J.; Gruber W.; Freisleben-Teutscher, C.F., Game Based Learnng - Dialogorientierung & spielerisches Lernen digital und analog. Beiträge zum 4. Tag der Lehre an der FH St. Pölten am 15.10.2015: 91-100, ikon VerlagsGesmbH, Brunn am Gebirge

Denk, N.; Pfeiffer, A.; Wernbacher, T.; Ertl, B., Röhsner, U. (2016). A Social Network Game for Encouraging Girls to Engage in ICT and Entrepreneurship – findings of the project MIT-MUT. Academic Conferences and Publishing Interna Limited Reading, Proceedings of the 3rd European Conference on Social Media (ECSM 2016): 63-70, Bernadas, Christine & Minchella, Delphine, UK

Pfeiffer, A.; Denk, N.; Wernbacher, T. (2016). Toolkit: Game Based Learning im Schulunterricht. Medienbrief des LVR-Zentrums für Medien und Bildung, 2/2016: 8

Pfeiffer, A.; Denk, N.; Wernbacher, T. (2016). Responsive Webdesign 3.0, Design von Medienwelten für VR und AR. ISPA News, 4: 22

Lectures (Extract Research Database)

STUPSI - digital gesund altern

Webinar "Soziales Leben", 30/11/2020

Esports and related phenomena of today's gaming culture - opportunity, challenge and necessity for educational work

FROG - Future and Reality of Gaming 2020, 21/11/2020

LIFE-WORLD ORIENTED EDUCATION IN TIMES OF THE COVID-19 LOCKDOWN. TWITCH.TV AS PEDAGOGICAL TOOL

13th annual International Conference of Education, Research and Innovation, 09/11/2020

CREATE DIGITAL GAMES FOR EDUCATION: GAME DESIGN AS A TEACHING METHODOLOGY

13th annual International Conference of Education, Research and Innovation, 09/11/2020

STEM GATEKEEPERS IDENTIFIED: LET’S GET THE PARENTS ON BOARD!

13th annual International Conference of Education, Research and Innovation, 09/11/2020

STEM Gatekeepers identified: Let's get the Parents on Board!

iCERi 2020 - 13th annual International Conference of Education, Research and Innovation, 09/11/2020

Game-based Learning as an opportunity for online teaching

EcoMEDIA - 14th EcoMEDIA-Europe Thematic Conference and Teacher Training, 19/10/2020

Insights into the Erasmus+ project "Create Digital Games for Education"

Spotlights on Educational Game Design in Europe, 24/06/2020

Do You Love It Already or Do You Still Ignore It? The Two Faces of the Phenomenon Spectatorship in Esports

Workshop "Be Part Of It: Spectator Experience in Gaming and eSports" in conjunction with CHI 2020, Online, 27/04/2020

E-Sport & Diversity

CSATALK4 : DIVERSITY UND GAMES, 03/03/2020

Panel on Nazis, #metoo, blitzchung and the state of Indie

SUBOTRON arcademy, Wien, Österreich, 05/12/2019

Panel: Bildung und eSports - Das Konzept der Schülerliga

eSport Summit, Wien, Österreich, 08/11/2019

Paneldiskussion The Netflix Model What can the Music Business learn from the Film and Interactive Media Businesses?

International Music, Arts & Business-Forum, Wien, Österreich, 11/10/2019

Von Rollenbildern und Rollenvorbildern - digitale Medien als Chance für die Mädchenarbeit

Mädchen und Medien. Fachtag für Mitarbeiter*innen der Mädchenarbeit in Mittelfranken, Nürnberg, Deutschland, 09/05/2019

Podiumsdiskussion eSports, quo vadis?

eSports, quo vadis?, Wien, Österreich, 30/04/2019

Panel: The Future is Female (But Why Wait?)

GERMAN ESPORTS SUMMIT 2019, Berlin, Deutschland, 11/04/2019

Games for knowledge Transfer

DigiKult_2019, Göteborg, Schweden, 03/04/2019

Lernen durch Entscheidungen – Konzeption und Entwicklung des CDG4E Game Creators

EDUdays 2019, Krems, Österreich, 03/04/2019

Strategien zur Förderung von Mädchen und Frauen in der Gaming-Szene

Pädagogischer Fachtag – Digitale Spielkultur, Nürnberg, Deutschland, 27/02/2019

Podiumsdiskussion „E-Sports - Die Menschen hinter dem Hype“

futurezone Day, Wien, Österreich, 15/11/2018

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