Curriculum vitae:

Mag. Dr. Alexander Pfeiffer,  MA, MBA


Follow me on Researchgate.net (including my „in print“ articles on request):
https://www.researchgate.net/profile/Alexander_Pfeiffer


Highlighted papers:

Blockchain Technologies and Social Media: A Snapshot

An Introduction to Gambling in the Context of Game Studies.

Beyond Classical Gamification: In-and Around-Game Gamification for Education

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

Blockchain Technologies for the Validation, Verification, Authentication and Storing of Students‘ Data

Introducing the Concept of Digital-Agent Signatures for Human- Robot-Robot-Human Interaction.

THE POWER OF NUDGING FOR VIRTUAL LEARNING ENVIRONMENTS


My ORCID profile:
https://orcid.org/0000-0002-8689-3318


My google.scholar profile:
https://scholar.google.co.uk/citations?hl=en&user=KeW7DJoAAAAJ


My MIT research page:
https://alexpfeiffer.mit.edu


Current conferences co-organized by me:

Future and Reality of Gaming (F.R.O.G.) 2022
http://www.frogvienna.at 

Media, Arts & Design | Blockchain  –  and –  Media, Arts & Design | AI
Conference website: https://www.mad-conferences.com

Highlighted project: HotCity

https://picapipe.com/de/blog/we-won-the-austrian-blockchain-award-for-hotcity-72.html

https://www.coinspeaker.com/hotcity-blockchain-energy/

https://cities.ait.ac.at/projects/hotcity/


Education:

Higher School Certificate (Matura): Vienna Business School 1998 (head boy Committee 1997/1998)

Mag. rer. soc. oec. – (social and economic sciences degree) Business administration and economics – Wirtschaftsuniversität Wien

Master of Arts – Applied Game Studies – Donau Universität Krems

(Guest at MIT Game Lab, Boston (2008 and 2012)
see videoblog 2008 http://www.youtube.com/playlist?list=PL70F7A707F845F3CC)

Executive Master of Business Administration – Strategic Leadership – Alaska Pacific University

Dr. rer. soc. oec.  – Business administration and economics – Wirtschaftsuniversität Wien

Education as part of my lifelong learning credo:

PhD Canditate – Artifical Intelligence – University of Malta


Jobs:

before 1996: sommer jobs

1996 – 1998: next to school: IT-Technican at Direkt Finanz AG

1998 – 1999: Army-Service

1999 – 2000: Data-Base & Intranet Developer at S-Versicherungs AG

2000 – 2010: Music Management (www.bandunion.at), Co-Heading the Project „Bands4Burma“ (Vienna Section)– building a school at Myramar. Working together closely with bands from Malta like Winter Moods, Beangrowers, Corkskrew and many others.

2000 – 2001: Marketing Assistant at ORF NÖ

2001 – 2005: Knowledge Manager (E-Learning Developer), MDS Network GmbH

2005 – 2006: Online Marketing Expert, Limesoda GmbH

2006 – 2009: Logistics Manager SDL GmbH (for MC Donalds)

2008: Film: „A Maltese Love Story“ (www.youtube.com/alexpfeiffermalta)

2008 – 2009: Part time Researcher at Donau Universität Krems

2008 – 2015: Founder – Pfeiffer-Medien, Agency for kowledge- and Imagetransfer

2009 – 2012: Founder – Institute zur Prävention von Onlinesucht (Verein)

01.10.2010 – 2011: Interims Head of the center for applied game studies, Donau Universität Krems

2011 – 30.6.2019: Head of the center for applied game studies, Donau Universität Krems. [Natalie Denk currently heads the Center for Applied Game Studies]. 1.7.2019 – 30.6.2021 part time researcher at the center.

2012 – 2016: Business Partnership for developing products with Kinect-for-Windows with Dr. Alexander Seewald.

2014 – 2016: Online-Lecturer at Alaska Pacific University, Gamification (within the module of Dr. Kathy Anderson)

2015 – 2017 – founder of Refugee Companion Initiative – https://www.respekt.net/projekte-unterstuetzen/details/projekt/1000/

2016, 2017, March 2020 – August 2020: Supervisor of Master Theses at the Fachhochschule Burgenland GmbH (University for Applied Sciences Burgenland) in the field of Information Media Communication. (recurring)

2015 – today: 25 % Partner at Picapipe GmbH, expert in Gamification/Purposeful Gaming, esports  and Blockchain Technology – www.picapipe.com

2018 – today: 50 % Partner at B & P Emerging Technologies Consultancy Lab Ltd, expert in Gamification/Purposeful Gaming, esports  and Blockchain Technology, Consultants to MITA (based in Malta)

2019 – 2021 : Postdoctoral Fellow at Massachusetts Institute of Technology, CMS/W; The Education Arcade (Max Kade Fellowship awarded by the Austrian Academy of Sciences) https://cmsw.mit.edu/profile/alexander-pfeiffer/

2022 ongoing: Set up of the Emergent Technologies Experiences Lab at Universität für Weiterbildung Krems (formerly known as Donau Universität Krems)


Publications:

  • Denk, N.; Serada, A.; Wernbacher, W.; Pfeiffer, A. (Hrsg) (2021). A LUDIC SOCIETY. Edition Donau-Universität Krems, Krems
  • Bezzina, S.; Pfeiffer, A.; Dingli, A. (2021). AI-ENABLED GAMIFICATION FOR LEARNING AND ASSESSMENT. In: iadis, INTERNATIONAL CONFERENCES ON MOBILE LEARNING 2021 AND EDUCATIONAL TECHNOLOGIES 2021: 189, iadis, Online
  • Denk, N.; Pfeiffer, A.; Wernbacher, T. (2021). Addressing Video Game Culture Phenomena in Education – Opportunity, Challenge and Necessity. In: Denk, N.; Serada A.; Wernbacher T.; Pfeiffer A., A LUDIC SOCIETY: 215 – 227, Edition Donau-Universität Krems, Krems
  • Gebetsroither-Geringer, E.; Wernbacher, T.; Pfeiifer A. P.; Goels, M.; Worster, J.; Meissner, E.; Graf, A.; Schmidt, R. R (2021). Can Gamification be Used for Spatial Energy Data Collection? Experiences Gained from the Development of the HotCity Game to Collect Urban Waste Heat Sources. In: e-prints, Proceedings of REAL CORP 2021, 26th International Conference on Urban Development, Regional Planning and Information Society: 153-161, CORP 2021, CORP 2021
  • Mang, S.; Pfeiffer, A.; Bezzina, S. (2021). Digital Storytelling as an Opportunity for Non-Profit Organizations: Implementing Storytelling on Social Media for Charity. In: Academic Conferences International Limited, Proceedings of the 8th European Conference on Social Media ECSM 2021: 144, Academic Conferences International Limited, Reading, UK
  • Pfeiffer, A.; Bezzina, S.; Dingli, A.; Wernbacher, T.; Denk, N.; Fleischhacker, M. (2021). ADAPTIVE LEARNING AND ASSESSMENT: FROM THE TEACHERS’ PERSPECTIVE. In: iated, 15th International Technology, Education and Development Conference. INTED2021 Proceedings. 375, iated, ONLINE
  • Pfeiffer, A.; Bezzina, S.; Kriglstein, S.; Wernbacher, T.; Dingli, A.; Vella, V. (2021). What Role can Blockchain-Based Digital Identities Play to Counteract (Cyber)Crime in Relation to Assessment Results and Credentials in the Educational Sector? A Glimpse Into the Future. In: Academic Conferences International Limited Reading, 16th International Conference on Cyber Warfare and Security ICCWS 2021 at Tennessee Tech University: 272, Published by Academic Conferences International Limited Reading, Reading, UK
  • Pfeiffer, A.; Bezzina, S.; Wernbacher, T. (2021). Use of Blockchain Technologies Within the Creative Industry to Combat Fraud in the Production and (Re)Sale of Collectibles. In: Academic Conferences International Limited, Proceeding of the 20th European Conference on Cyber Warfare and Security ECCWS 2021. 611, Academic Conferences International Limited, Reading, UK
  • Pfeiffer, A.; Bezzina, S.; Wernbacher, T. (2021). On the use of Blockchain Technologies and Digital Identity to Safeguard and Verify the Integrity of Source Material. In: Academic Conferences International Limited, Proceedings of the 8th European Conference on Social Media ECSM 2021: 293, Academic Conferences International Limited, Reading, UK
  • Pfeiffer, A.; Bezzina, S.; Wernbacher, T.; Vella, V.; Dingli, A.; Denk, N. (2021). THE USE OF BLOCKCHAIN TECHNOLOGIES TO ISSUE AND VERIFY MICRO-CREDENTIALS FOR CUSTOMISED EDUCATIONAL JOURNEYS: PRESENTATION OF A DEMONSTRATOR. In: iated, 13th International Conference on Education and New Learning Technologies, EDULEARN21 Proceedings: 1265, iated, ONLINE
  • Pfeiffer, A.; Bugeja, M. (2021). Introducing the Concept of “Digital-Agent Signatures”: How SSI Can Be Expanded for the Needs of Industry 4.0. In: Alexiei Dingli, Foaad Haddod, Christina Klüver, Artificial Intelligence in Industry 4.0: 213, Springer, Cham
  • Pfeiffer, A.; Denk, N.; Wernbacher, T.; Bezzina, S. (2021). LESSONS LEARNT FROM THE USER JOURNEY OF WELL-KNOWN DIGITAL GAMES FOR THE DEVELOPMENT OF EDUCATIONAL SOFTWARE. In: iated, 13th International Conference on Education and New Learning Technologies, EDULEARN21 Proceedings: 1252, iated, ONLINE
  • Pfeiffer, A.; Fleischhacker, M.; Stella-Pfeiffer, S.; Bezzina, S. (2021). DEVELOPMENT AND OPERATION OF EMERGING TECHNOLOGIES LABS AND MAKERSPACES IN THE MIDST OF THE COVID-19 CRISIS: A CASE STUDY. In: iated, 15th International Technology, Education and Development Conference. INTED2021 Proceedings. 380, iated, online
  • Pfeiffer, A.; Gabriel, T.G.; Bezzina, S.; Kriglstein, S.; Wernbacher, T. (2021). Game! Crime? The Shadow Economy Around Digital Games as a Playground for Cybercrime. In: Academic Conferences International Limited, 16th International Conference on Cyber Warfare and Security ICCWS 2021: 267, Academic Conferences International Limited, Reading, UK
  • Pfeiffer, A.; Wernbacher, T.; Bezzina, S. (2021). Peer2Peer Communication via Testnet Systems of Blockchain Networks: A new Playground for Cyberterrorists? In: Academic Conferences International Limited, Proceeding of the 20th European Conference on Cyber Warfare and Security ECCWS 2021: 615, Academic Conferences International Limited, Reading, UK
  • Seewald, A. K.; Ghete, M.; Wernbacher, T.; Platzer, M.; Schneider, J.; Hofer, D.; Pfeiffer, A. (2021). Cycle4Value: A Blockchain-based Reward System to Promote Cycling and Reduce CO2 Footprint. In: Agents and Artificial Intelligence: 12th International Conference: 1082-1089, Springer Nature, ICAART 2021
  • Wernbacher T.;, Denk, N.; Pfeiffer, A.; Bezzina, S.; Fleischhacker M. (2021). TEACHING FINANCIAL LITERACY AROUND THE TOPIC OF GAMES: A CASE STUDY. In: xx, EDULEARN21 Proceedings: 994-999, EDULEARN21, xx
  • Wernbacher, T.; Denk, N.; Fleischhacker, M.; Stella-Pfeiffer, S.; Pfeiffer, A.; Wimmer, S.; Bezzina, S. (2021). STEAM EDUCATION MEETS EXERCISE: INTRODUCING THE RUN CHALLENGE PROJECT IN THE MIDST OF THE COVID-19 CRISIS. In: iated, EDULEARN21 Proceedings: 990-993, iated digital library, online
  • Wernbacher, T.; Seewald, A.;Pfeiffer, A.; Platzer, M.; Hofer, D.; Ghete, M. (2021). Cycle4Value: A token-based incentive system to promote cycling. In: Proceedings of REAL CORP 2021, 26th International Conference on Urban Development, Regional Planning and Information Society: 223-230, CORP 2021, CORP 2021
  • Wimmer, S.; Denk, N; Pfeiffer, A.; Fleischhacker, M. (2021). ON THE USE OF ESPORTS IN EDUCATIONAL SETTINGS. HOW CAN ESPORTS SERVE TO INCREASE INTEREST IN TRADITIONAL SCHOOL SUBJECTS AND IMPROVE THE ABILITY TO USE 21ST CENTURY SKILLS? ICERI2021 Proceedings, Vol. 8, p. 9th: 5782-5787, iated
  • Wimmer, S.; Pfeiffer, A.; Denk, N. (2021). THE EVERYDAY LIFE IN THE SIMS 4 DURING A PANDEMIC. A LIFE SIMULATION AS A VIRTUAL MIRROR OF SOCIETY? ICERI2021 Proceedings, Vol. 8, p. 9th: 5754-5760, iated
  • Gebetsroither-Geringer, E.; Stollnberger, R.; Geyer, R.; Friedrich, R.; Schmidt, R.; Wernbacher, T.; Pfeiffer, A.; Pirker-Ihl, M.; Kraus, C.; Goels, M.; Worster, J.; Meissner, E.; Graf, E. (2021). HotCity: Gamification as a promising method to collect spatial data. agit2021, GISalzburg21

    • Pfeiffer, A., Dingli, A., Bugeja, M., Bezzina, S. (eds.) (2020) Media, Arts and Design | AI, Springer, Advances in Intelligent Systems and Computing (in print)
    • Pfeiffer, A.; Bugeja, M. (2020) Introducing the concept of “digital-agent signatures“: How Self Sovereign Identity (SSI) can be expanded for the needs of Industry 4.0. In.: Dingli, A.; Haddod, F. and Kluever, C. Artificial Intelligence in Industry 4.0, Springer
    • Pfeiffer, A., Wernbacher T. (2020) Blockchain-Technologien im Bildungssektor. Ergebnisse einer ersten Datenerhebung. In: Trültzsch-Wijnen, C. & Brandhofer, G. (2020). Bildung und Digitalisierung. Baden-Baden: Nomos, Reihe Medienpädagogik (in print)
    • Pfeiffer, A.; Sedlecky, G (2020) An Introduction to Gambling in the Context of Game Studies. In: Emir Bektic / Daniela Bruns / Sonja Gabriel / Florian Kelle / Gerhard Pölsterl / Felix Schniz (eds.) Mixed Reality and Games, Theoretical and Practical Approaches in Game Studies and Education, Transkript Verlag (in print)
    • 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. (eds) Rediscovering Heritage Through Technology. Studies in Computational Intelligence, vol 859. Springer, Cham
    • Pfeiffer, A.; Wernbacher, T. (2020) Eine kurze Einführung in das Thema Blockchain Technologien. Und deren Bedeutung für das Schulwesen. Zeitschrift „Schulverwaltung“. https://www.schulverwaltung.de/ (in print)
    • Pfeiffer, A.; Kriglstein, S.; Wernbacher, T. (2020) Blockchain Technologies and Games: A Proper Match? In: Proceedings of FDG 20, Published by ACM (in print)
    • Pfeiffer, A.; Bezzina, S.; Wernbacher, T., Kriglstein, S. (2020) Blockchain Technologies for the Validation, Verification, Authentication and Storing of Students’ Data., in ECEL 20 Proceedings (in print)
    • Pfeiffer, A.; König, N.; Bezzina, S.; Kriglstein, S. (2020) Beyond Classical Gamification: In- and Around-Game Gamification for Education, in ECEL 20 Proceedings, (in print)
    • Pfeiffer, A.; Serada, A.; Bugeja, M.; Bezzina, S.; Wernbacher, T.; Kriglstein, S. (2020) Introducing the Concept of Digital-Agent Signatures for Human-Robot-Robot-Human Interaction, in ECAIR 20 Proceedings, (in print)
    • Pfeiffer, A.; Kriglstein, S., Wernbacher, T., Bezzina, S. (2020) Blockchain Technologies and Social Media: A Snapshot; in ECSM 20 Proceedings, (in print)
    • Wernbacher, T.; Pfeiffer, A.; Kriglstein, S; Bezzina, S. (2020) THE POWER OF NUDGING FOR VIRTUAL LEARNING ENVIRONMENTS, EDULEARN20 Proceedings, pp. 391-394.
    • Pfeiffer, A.; Bezzina, A.; Wernbacher, T., Kriglstein, S. (2020) THE ROLE OF BLOCKCHAIN TECHNOLOGIES IN DIGITAL ASSESSMENT, EDULEARN20 Proceedings, pp. 395-403.
    • Pfeiffer, A.; Denk, N.; Wernbacher, T.; Kriglstein, S. (2020) Do You Love It Already or Do You Still Ignore It? The Two Faces of the Phenomenon Spectatorship in Esports; in „Seegames Workshop @ Chi 2020” – the workshop was conducted online due to Covid-19: https://seegamesws.files.wordpress.com/2020/04/seegames20_paper_4.pdf
    • Wernbacher, T.; Platzer, M., Schneider, J.;Titze, S., Denk, N.; Pfeiffer, A. (2020). Walk Your City: Using Nudging to Promote Walking.  REAL CORP 2020 Proceedings/Tagungsband

  • 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
  • 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
  • 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

    • 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

    • Pfeiffer, A, Denk N. (2017) Werden wir auf dem Mars Leben? 33 Fragen an die Zukunft. Brandstätter Verlag. [provided chapter about VR/AR and travel]
    • Pfeiffer, A; Denk N. (eds.) (2017) Welt der Spiele 360°, Verlag der Donau Universität Krems
    • Wernbacher, T.; Pfeiffer, A.; Platzer, M.; Seewald, A.; Winter, T.; Miller, I. (2017). Think!First: minimizing returns through gamification, persuasive design principles and machine learning. Academic Conferences and Publishing International, 11th European Conference on Games Based Learning, ACPI, England


    • Rüdiger T.G.; Pfeiffer. A (Herausgeber) (2015) Game! Crime?, Verlag für Polizeiwissenschaften

    • König, N.; Pfeiffer, A.; Wernbacher, T. (2014) Toolkit: Gaming Media and their Application in Educational Practice: An Interactive Toolkit for Teachers. In: ACPI, Proceedings of the 8th Conference on Gamebased Learning: S. 286-296, ACPI, Reading.

    • Wernbacher, T.; Pfeiffer, A. (2013) Ludwig: a physics adventure. In: Dr. Carlo Vaz de Carvalho, Dr. Paula Escudeiro, The Proceedings of the 7th European Conference on Games Based Learning, The Proceedings of the 7th European Conference on Games Based Learning, 7acpi, Porto.
      Wernbacher,T.; Pfeiffer, A.; Wagner, M.; Hofstätter, J. (2012) Can serious games be fun?. In: Proceedings of the 6th conference on game-based learning, 6: S. 18.

    • Pfeiffer, A.; Wernbacher, T. (2012) Ludwig – ein Physikabenteuer. In: Gamebased Learning: Clash of Realities: S. 32.
      Pfeiffer, A. (2012) „Ludo ergo disco“ – „Ich spiele also lerne ich“. In: akzente Salzburg, Handbuch für Jugendarbeit, Medienpädagogik 2. Auflage: S. 23-29, akzente Salzburg, Salzburg.

    • Pfeiffer,A.; Unger,A. (2011) LehrerInnen und Lehrer entdecken virtuelle Welten.. In: Computer und Unterricht, #84: S. 34.
      Wernbacher, Thomas; Pfeiffer, Alexander; Wagner, Michael; Hofstätter, Jörg (2011) Learning by Playing. In: 5th European Conference on Game Based Learning, Athens.

  • Projects from 2011 – today:
  • OnChain:
  • Cycle4Value – Development of a Blockchain-based reward system for the promotion of bicycle traffic
  • HotCity – Gamification and Blockchain as a possibility for the generation of data for energy-oriented neighbourhood planning
  • Blockchain Technologies and their impact on game-based Education and Learning Assessment
    • Art-Quiz; an e-learning application (quiz) storning learning credentials on Blockchain
    • Gallery-Defender; Serious Game storing learning credentials on Blockchain
    • Concept to grade after on- and offline verbal-exams using Blockchain technologies
  • Concept for Business Voting (NDA)
  • Concept for E-Sports Game Environment (NDA)
  • Concept for Municipal Chain (A-Trust GmbH)
  • Concept for Austria Tourism Office
  • Concept for the use of Blockchain Technologies in the music industry (Universal Music Austria GmbH)
  • Offchain:
  • C-SDGS: Embracing the Sustainable Development Goals through Creative Arts – Erasmus+: 29.10.2018 – 28.08.2021
  • E-Sport Schulliga FLODO
  • Walk your City
  • Think!First
  • League of Girls
  • Mobility 360°
  • Create Digital Games for Education (Erasmus +)
  • Digital Game Based Learning to eleviate early school leaving (Erasmus +)
  • Oxofox
  • Play Mobi (Traces)
  • Bike City Guide
  • Bike City Guide – Phase II
  • charity running
  • E-Buddy Game Based Learning
  • Farm2Study
  • game based learning to alleviate early school leaving
  • Gigi & Buba – Medienpädagogisches Projekt für Kindergarten / Volkschulkinder
  • Green Battle – Innovationsscheck
  • Green Battle Phase II
  • Kinect for Windows (Universal Remote) und Magic Mirror
  • Lookylook – Abo-Videoportal für Vorschulkinder
  • Mit-Mut: Mädchen und IT – Mädchen und UnternehmerInnentum
  • Rot-Weiß-Rot Fibel – ein Medienpädagogisches Projekt
  • Schnitzler: Creation of interactive Story Spheres.
  • Spiele-Medien und ihre Anwendung in der Unterrichtsgestaltung Projektphase I: Untertitel: Toolkit zur Evaluation des didaktischen Potentials von Computerspielen als Werkzeug zur flächendeckenden Integration von digital Game-based Learning Konzepten und zur digitalen Kompetenzentwicklung im Rahmen der Neuen Mittelschule.
  • Spielend lernen
  • Spielerisches kognitives Training zur Verbesserung von Aufmerksamkeit und Multitasking älterer FahrradfahrerInnen
  • Toolkit Phase II
  • Umweltzeichen 25 Jahre – das Spiel (www.econerds.at)
  • YPD 2008 – 2014
  • YPD Lehrlingschallenge 2014
  • Zusammen:Österreich, Unsere Werte Teil 2


  • Reviewer at conferences:
  • 2020: ILRN track Committee Member (Immersive and Engaging Educational Experiences)
  • 2020: ChiPlay Work in Progress: Reviewer
  • 2019-now: ECAIR Committee Member
  • 2016-now: ECGBL Committee Member
  • 2018, 2020: FDG Committee Member

    • Keynotes and Scientific talks (2012-2020):

    • Der Einfluss von Blockchain Technologien auf das Aus- und Weiterbildungsmanagement von Unternehmen
      Corporate Learning 3. Jahresforum, Wien, Österreich, 28.11.2019
    • Nudging as UX Element
      Game-Jab; University of Malta, 24.11.2019
    • Eröffnungskeynote: Mehr als ein Zeitvertreib: Spiel als Triebkraft von Wirtschaft, Kultur, Bildung und Politik
      Blue Hour der Donau Universität Krems im Leopold Museum, Wien, Österreich, 05.11.2019
    • Mixed Reality: Las Vegas as gamified theatre and GTA Online in gambling-thrill. About the connection
      Future and Reality of Gaming (F.R.O.G.) 2019, Wien, Österreich, 20.10.2019
    • Classification of Game-Based Assessments and Their Different Approaches – Let’s Ignite a Discussion
      Connected Learning Summit 2019, Irvine, USA, 05.10.2019
    • 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
    • Game-based and Gamified Assessments (extended Workshop; pre-conference day)
      Connected Learning Summit 2019, Irvine, USA, 02.10.2019
    • Gamification, Nudging und die Rolle von Blockchain im Bildungswesen
      OeAD (internes Event), Wien, Österreich, 11.06.2019
    • „Why regulate? – Paneldiskussion (Host Alexander Pfeiffer)
      Anon Blockchain Summit 2019, Wien, Österreich, 03.04.2019
    • Workshop: Hands-on – Blockchain im Bildungswesen
      eEducation Praxistage und AINAC 2019, 12.03.2019
    • Workshop: Hands-on – Blockchain im Bildungswesen
      eEducation Praxistage, Linz, Österreich, 12.03.2019
    • Keynote: „Nudging the Blockchain“ – Blockchain und AI im BildungsweseneEducation Praxistage, Linz, Österreich, 12.03.2019
    • Keynote: „Nudging the Blockchain“ – Blockchain und AI im Bildungswesen: eEducation Praxistage und AINAC 2019, 12.03.2019

    • GAME CHANGERS AND HOMEGROWN STORIES, SiGMA 2018, E-Sports Track, Ta’ Qali, Malta, 2018
    • CRYPTOKITTIES – THE VIRAL BLOCKCHAIN GAME, SiGMA 2018, DGaming Track, Ta’ Qali, Malta, 2018
    • AI in Gaming and Gamification, MITA AI Hackathon and Conference, St. Venera, Malta, 2018
    • Das dezentrale Spiel: Warum Blockchain und Spiel perfekt zusammenpassen, Future and Reality of Gaming (FROG) 2018, Rathaus Wien, Österreich,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, 2018
    • DLTs: Fast forward 5 years, ZEST – DELTA Edition, Delta Summit, St. Julians, Malta, 2018
    • Gamification and Blockchain for educational game design, Live Lab Meetup at Texas A&M University, College Station, 2018
    • Learning Record Store on Blockchain – a glimpse into the Future, Connected Learning Summit 2018 at MIT, Boston, USA, 2018
    • Blockchain & Gamification, IKB Forum, 2018
    • Talks presenting GBL at MITA / UoM 2015 to 2018

  • Opening talk at MITA Game JAM 2016 and 2017
  • Lasset die Spiele beginnen,
    Forum Digital, November 2017
  • Gamification zwischen Angst und Spaß (incl. Blockchain)
    Perspektiva Linz, November 2017
  • Gamfication & Nudging
    Trainerkonkress 2017 der Wirtschaftskammer Wien, 01.06.2017

  • Gamification & NudgingVeranstaltung: Game Based Learning @ Universität Malta, 21.11.2016
  • Gamification & Digital Game Based LearningVeranstaltung: Fachkonferenz GBL, PH Niederösterreich, 08.11.2016
  • Digitale Spiele in Bibliotheken
    Veranstaltung: Fachkonferenz Digitale Medien im Wissensturm Linz, 07.11.2016
  • E-Sport, Gaming & Co: Alltag für Kinder und Jugendliche?
    Veranstaltung: Schulärztetagung 2016, Schloss Schönbrunn, 14.10.2016
  • Funktionsprinzipien und Wirkungsmechanismen von Gamification und VR
    Veranstaltung: ARS Electronica, 09.09.2016
  • Game Studies & Gamification
    Veranstaltung: ISPA Academy, 01.09.2016
  • E-Sport: Hype oder Wirtschaftsfaktor
    Veranstaltung: ISPA Forum, 16.04.2016
  • Digital Game Based Learning; „Potentiale für die Hochschullehre“
    Veranstaltung: Lektorenkonferenz der FH-Wien, 03.03.2016
  • Story Spheres: Experiencing Schnitzler in the Round
    Veranstaltung: Digital Editing Now, University of Cambridge, CRASSH,  07.01.2016

  • Game Based Learning to Alleviate Early School Leaving,
    Veranstaltung: mita (Malta), am 30.10.2015
  • Gamification!
    Veranstaltung: Wissenschaftliche Vortragsreihe, Urania, 12.10.2015
  • Mit-Mut; Encouraging Girls for ICT and Entrepreneurship
    Veranstaltung: ecsm2015, am 09.07.2015
  • Keynote: Gamification: U-Day XIII
    Keynote: Gamification & Video: NewsonVideo Fachtagung
  • Game-Crime
    Fachtagung der BUPP
  • Game Based Learning anhand von ausgewählten Praxisbeispielen
    Veranstaltung: Edudays 2015, am 09.04.2015
  • Gamification vs Ludefaction
    Veranstaltung: E-Day der WKÖ, Mehr Spielraum für Unternehmen, am 05.03.2015

  • Einblicke in die universitäre Spieleforschung
    Veranstaltung: Gaming – the next Level, Show me how it works (Forum Mozartplatz), am 24.11.2014
  • Gamification, Serious Games and Transmedia Projects for Pre- and Elementary School
    Veranstaltung: Ecomedia 2014, am 20.10.2014
  • Bike Citizens
    Veranstaltung: Ecomedia 2014, am 20.10.2014
  • Game und Cybercrime
    Veranstaltung: Future and Reality of Gaming 2014, am 11.10.2014
  • Toolkit: Gaming Media and their Application in Educational Practice – An Interactive Toolkit for Teachers
    Veranstaltung: European Conference on Gamebased Learning 2014, am 09.10.2014
  • Nice Rides: A bike routing approach using gamification and crowdsourcing elements
    Veranstaltung: European Conference on Gamebased Learning 2014, am 09.10.2014
  • Grattle: a serious board game
    Veranstaltung: European Conference on Gamebased Learning 2014, am 09.10.2014
  • Gamification, Serious Games and Transmedia Projects for Pre-School
    Veranstaltung: Vs-Games 2014, am 12.09.2014
  • Gamification and its impact on our society
    Veranstaltung: Schola Ludus: Summer School Donau Universität Krems, am 03.07.2014
  • Der gesellschaftliche Wandel durch Gamifizierung
    Veranstaltung: Das Spiel interdisziplinär betrachtet – Konferenz der Universität Klagenfurt, am 24.06.2014
  • Emotionen in und aus digitalen Spielewelten
    Veranstaltung: Swiss e learning conference (SeLC 14), Zürich, am 09.04.2014
  • Gamification im professionellen Kontext von Lehre bis Mobilität
    Veranstaltung: Swiss E Learning Conference (SeLC 14), Zürich, am 08.04.2014
  • Toolkit – Game Based Learning an der NMS
    Veranstaltung: KidZ, Klassenimmer der Zukunft (bm:ukk, ph-online)- St. Johann im Pongau, am 14.03.2014
  • Pro und Contra von digialen Spielen. Von Game based learning bis Game Crime
    Veranstaltung: Gewaltpräventionstag St. Pölten, am 13.03.2014

  • Gamification anhand des Praxisbeispiels E.M.I.L. – Episodic Memory Interactive LearningVeranstaltung: 6. Forum Medientechnik – FH St. Pölten, am 28.11.2013
  • M.I.L. – Episodic Memory Interactive Learning
    Veranstaltung: Future and Reality of Gaming 2013 – Rathaus Wien, am 27.11.2013
  • Games 4 Health – Wie können (digitale) Spiele im Gesundheitswesen dienlich sein. Vorstellung von Fallbeispielen und Ideen für das Haus der Barmherzigkeit.
    Veranstaltung: 27. Forschungsakademie – Jour Fix; Akademie für Altersforschung am Haus der Barmherzigkeit, am 27.11.2013
  • Session 3: Gamification – Beispiele aus der beruflichen Praxis
    Veranstaltung: AELC 2013 – Personal Austria, am 06.11.2013
  • Ludwig: a physics adventure
    Veranstaltung: European Conference on Game Based Learning, am 02.10.2013
  • E-Sport – a study of competitive digital games
    Veranstaltung: Future and Reality of Gaming 2013, Rathaus Wien, am 27.09.2013
  • Spielend Lernen
    Veranstaltung: Young Science St. Pölten, am 16.04.2013

  • Ludwig – a serious game for education
    Veranstaltung: EcoMEDIA 7, Sintra Portulgal, am 27.05.2012

  • Media Coverage and Interviews: (excerpt 2013 -2020)
  • Education, new media, games
  • TV-Interview Zeit im Bild Magazin (ORF) – Gamification
  • TV-Interview Newton (ORF) – Game Based Learning
  • TV-Interview 3SAT – Gamification and Nudging
  • TV Interview „die Pixelmacher“ auf ZDF – Gamification/Serious Games
  • TV-Interview Doku „das digitale ich“ (3Sat) – Gamification
  • TV-Interview Servus TV – exzessives Spielverhalten
  • TV-Interview Puls-TV – exzessives Spielverhalten
  • TV-Interview NewsOnVideo – exzessives Spielverhalten
  • TV-Interview für W24 – Gestensteuerung mit Kinect4Windows
  • TV-Diskussion W24 – Medien und Bildung
  • TV-Interview OKTO – Gamification
  • TV-Interview „Gadget, Malta“ (Game Jam 2016 and 2018)
  • Radio Interview Ö1 – Nudging and Big Data
  • Radio Interview Ö1 – Gamifizierung
  • Radio Interview Ö1 – exzessives Spielverhalten
  • Radio Interview Ö1 -E Sport
  • Radio Interview Ö1 – Projekt Bikeracer
  • Radio Interview Ö1 – ARG
  • Radio Interview FM4: Refugee Companion Initiative
  • Radio Interview Ö1 – Toolkit GBL
  • Radio Interview Ö1 – Radikolleg Games (5 hrs show!)
    • Interviews in different daily- and weekly published newspapers and magazines like.:
      • Frankfurter Allgemeine
      • Wiener Zeitung
      • APA
      • Kurier
      • Salzburger Nachrichten
      • Profil
      • Die Presse
      • Der Standard
      • Tiroler Tageszeitung
      • E-Media
      • News
      • Kronen-Zeitung
      • Al-Jazeera
      • Wochenend Magazin
      • at and Consol.at
      • And many more
  • Blockchain-Blogs
    • Coindesk
    • Cointelegraph
    • Coinkurier
    • Ledgerinsights
    • Cyptonews
    • Coinspeaker
    • chainnews
    • And many more