@inproceedings{WolfWiese2013, author = {Wolf, Martin and Wiese, Ute}, title = {A comparative transformation model for process changes using serious games}, series = {2013 IEEE 2nd International Conference on Serious Games and Applications for Health (SeGAH): proceedings of a meeting held 2-3 May 2013, Algarve, Portugal}, booktitle = {2013 IEEE 2nd International Conference on Serious Games and Applications for Health (SeGAH): proceedings of a meeting held 2-3 May 2013, Algarve, Portugal}, publisher = {Institute of Electrical and Electronics Engineers (IEEE)}, address = {Piscataway, NJ}, organization = {International Conference on Serious Games and Applications for Health <2, 2013, Algarve>}, isbn = {978-1-4673-6164-4}, doi = {10.1109/SeGAH.2013.6665307}, pages = {64 -- 70}, year = {2013}, language = {en} } @article{RoepkeKoehlerDruryetal.2020, author = {Roepke, Rene and K{\"o}hler, Klemens and Drury, Vincent and Schroeder, Ulrik and Wolf, Martin and Meyer, Ulrike}, title = {A pond full of phishing games - analysis of learning games for anti-phishing education}, series = {Model-driven Simulation and Training Environments for Cybersecurity. MSTEC 2020}, journal = {Model-driven Simulation and Training Environments for Cybersecurity. MSTEC 2020}, publisher = {Springer}, address = {Cham}, isbn = {978-3-030-62433-0}, doi = {10.1007/978-3-030-62433-0_32020}, pages = {41 -- 60}, year = {2020}, abstract = {Game-based learning is a promising approach to anti-phishing education, as it fosters motivation and can help reduce the perceived difficulty of the educational material. Over the years, several prototypes for game-based applications have been proposed, that follow different approaches in content selection, presentation, and game mechanics. In this paper, a literature and product review of existing learning games is presented. Based on research papers and accessible applications, an in-depth analysis was conducted, encompassing target groups, educational contexts, learning goals based on Bloom's Revised Taxonomy, and learning content. As a result of this review, we created the publications on games (POG) data set for the domain of anti-phishing education. While there are games that can convey factual and conceptual knowledge, we find that most games are either unavailable, fail to convey procedural knowledge or lack technical depth. Thus, we identify potential areas of improvement for games suitable for end-users in informal learning contexts.}, language = {en} } @article{WolfLuczak1999, author = {Wolf, Martin and Luczak, Holger}, title = {Computer Supported Communication and Cooperation - Making Information Aware / Luczak, H. ; Wolf, M.}, series = {Human-computer interaction : proceedings of HCI International '99 (the 8th International Conference on Human-Computer Interaction), Munich, Germany, August 22 - 26, 1999}, journal = {Human-computer interaction : proceedings of HCI International '99 (the 8th International Conference on Human-Computer Interaction), Munich, Germany, August 22 - 26, 1999}, publisher = {Erlbaum}, address = {Mahwah, NJ}, pages = {298 -- 302}, year = {1999}, language = {en} } @inproceedings{KoenigWolf2018, author = {K{\"o}nig, Johannes Alexander and Wolf, Martin}, title = {Cybersecurity awareness training provided by the competence developing game GHOST}, series = {ACHI 2018 : The Eleventh International Conference on Advances in Computer-Human Interactions}, booktitle = {ACHI 2018 : The Eleventh International Conference on Advances in Computer-Human Interactions}, isbn = {978-1-61208-616-3}, pages = {81 -- 87}, year = {2018}, abstract = {This paper introduces a Competence Developing Game (CDG) for the purpose of a cybersecurity awareness training for businesses. The target audience will be discussed in detail to understand their requirements. It will be explained why and how a mix of business simulation and serious game meets these stakeholder requirements. It will be shown that a tablet and touchscreen based approach is the most suitable solution. In addition, an empirical study will be briefly presented. The study was carried out to examine how an interaction system for a 3D-tablet based CDG has to be designed, to be manageable for non-game experienced employees. Furthermore, it will be explained which serious content is necessary for a Cybersecurity awareness training CDG and how this content is wrapped in the game}, language = {en} } @article{WolfFoltzSchlicketal.2002, author = {Wolf, Martin and Foltz, Christian and Schlick, Christopher and Luczak, Holger}, title = {Development and evaluation of a groupware system to support chemical design processes / Wolf, Martin ; Foltz, Christian ; Schlick, Christopher ; Luczak, Holger}, series = {International Journal of Human-Computer Interaction . 14 (2002), H. 2}, journal = {International Journal of Human-Computer Interaction . 14 (2002), H. 2}, publisher = {-}, isbn = {1044-7318}, pages = {181 -- 198}, year = {2002}, language = {en} } @inproceedings{LenzWolf2014, author = {Lenz, Laura L. and Wolf, Martin}, title = {Economic evaluation of serious games with the comparative assessment framework COSEGA}, series = {The shift from teaching to learning : individual, collective and organizational learning through gaming simulation ; proceedings of the 45th conference of the International Simulation and Gaming Association, Dornbirn 2014}, booktitle = {The shift from teaching to learning : individual, collective and organizational learning through gaming simulation ; proceedings of the 45th conference of the International Simulation and Gaming Association, Dornbirn 2014}, editor = {Kritz, Willy Christian}, publisher = {Bertelsmann}, address = {[Bielefeld]}, isbn = {978-3-7639-5422-3}, pages = {374 -- 386}, year = {2014}, language = {en} } @article{WolfFoltzSchlicketal.2000, author = {Wolf, Martin and Foltz, Christian and Schlick, Christopher and Luczak, Holger}, title = {Empirical Investigation of a workspace model for Chemical engineers / Wolf, Martin ; Foltz, Christian ; Schlick, Christopher ; Luczak, Holger}, series = {Proceedings of the Human Factors and Ergonomics Society Annual Meeting July 2000. 44 (2000), H. 6}, journal = {Proceedings of the Human Factors and Ergonomics Society Annual Meeting July 2000. 44 (2000), H. 6}, publisher = {-}, pages = {612 -- 615}, year = {2000}, language = {en} } @article{KoenigWolf2018, author = {K{\"o}nig, Johannes Alexander and Wolf, Martin}, title = {GHOST: An Evaluated Competence Developing Game for Cybersecurity Awareness Training}, series = {International Journal on Advances in Security}, volume = {11}, journal = {International Journal on Advances in Security}, number = {3 \& 4}, publisher = {IARIA Journals}, issn = {1942-2636}, pages = {274 -- 287}, year = {2018}, abstract = {To train end users how to interact with digital systems is indispensable to ensure a strong computer security. 'Competence Developing Game'-based approaches are particularly suitable for this purpose because of their motivation-and simulation-aspects. In this paper the Competence Developing Game 'GHOST' for cybersecurity awareness trainings and its underlying patterns are described. Accordingly, requirements for an 'Competence Developing Game' based training are discussed. Based on these requirements it is shown how a game can fulfill these requirements. A supplementary game interaction design and a corresponding evaluation study is shown. The combination of training requirements and interaction design is used to create a 'Competence Developing Game'-based training concept. A part of these concept is implemented into a playable prototype that serves around one hour of play respectively training time. This prototype is used to perform an evaluation of the game and training aspects of the awareness training. Thereby, the quality of the game aspect and the effectiveness of the training aspect are shown.}, language = {en} } @article{Wolf2000, author = {Wolf, Martin}, title = {Groupware related task design}, series = {ACM SIGGROUP Bulletin. 21 (2000), H. 2}, journal = {ACM SIGGROUP Bulletin. 21 (2000), H. 2}, publisher = {-}, pages = {5 -- 8}, year = {2000}, language = {en} } @article{Wolf2000, author = {Wolf, Martin}, title = {Groupware related task design}, series = {ACM SIGGROUP Bulletin}, volume = {21}, journal = {ACM SIGGROUP Bulletin}, number = {2}, issn = {2372-7403}, doi = {10.1145/605660.605662}, pages = {5 -- 8}, year = {2000}, abstract = {his report summarizes the results of a workshop on Groupware related task design which took place at the International Conference on Supporting Group Work Group'99, Arizona, from 14 th to 17 th November 1999. The workshop was addressed to people from different viewpoints, backgrounds, and domains: - Researchers dealing with questions of task analysis and task modeling for Groupware application from an academic point of view. They may contribute modelbased design approaches or theoretically oriented work - Practitioners with experience in the design and everyday use of groupware systems. They might refer to the practical side of the topic: "real" tasks, "real" problems, "real" users, etc.}, language = {en} }