Matthias Klauser
Ph.D. Student, Winter 2012

Matthias worked on Design and Analytics of Games for Health for his Ph.D. project under supervision of Professor Nacke. Before starting his Ph.D. at UOIT, Matthias was working as a research assistant at the University of Duisburg. He has been involved in several research projects in the Social & Playful Interaction Group (SPI) at the interactive Systems and interaction design chair of the University of Duisburg-Essen. He has also worked in the European research project FOSIBLE (FOstering Social Interaction for a Better Live of the Elderly). Along with his research experience he was in close contact to game development companies through the Game Technology Competence Center (GTCC.NRW) project – which is part of the Game Development Initiative Ruhr. Within his projects and his two years work for 10Tacle-Mobile, he has gained experience in research and industrial game development and analysis. At UOIT, his interests were focused on the integration of innovative physical interfaces into digital games and analyzing performance with visualizing and analyzing game metrics and analytics.
Projects
Publications
Year 2014

Lennart E. Nacke,
Matthias Klauser, and Paul Prescod. 2014. Social Player Analytics in a Facebook Health Game. In
Proceedings of HCI Korea 2014. Seoul, Republic of Korea. Hanbit Media, Inc., 180-187.
@inproceedings{Nacke:2014:SPA:2729485.2729512,
Abstract = {Social health games can drive healthy behaviour. To track social behaviour change in social network games (SNGs), gameplay metrics should quantify socially-engaging gameplay behaviour based on player interactions. We developed social player metrics in a quantitative study of player behaviour in a social health game called Healthseeker (developed by Ayogo Health Inc.). This Facebook game targets people with diabetes to help them manage health goals in real life. Our metrics identify which game mechanics led to more gameplay success, connectedness and virality. We also identified how the behaviour of successful players differs from unsuccessful players in the game. Our results support that game mechanics aiming at social interactions can motivate players to solve more missions, to fulfill more healthy goals and to play the game longer. We conclude that having a well-connected social network can improve player success in solving game missions.},
Address = {Seoul, Republic of Korea},
Author = {L. E. Nacke, M. Klauser, and P. Prescod},
Booktitle = {Proceedings of HCI Korea},
Img = {http://hcigames.com/wp-content/uploads/2015/05/HealthSeeker.png},
Isbn = {978-89-6848-752-1},
Numpages = {8},
Pages = {180-187},
Publisher = {Hanbit Media, Inc.},
Series = {HCIK '15},
Title = {Social Player Analytics in a Facebook Health Game},
Url = {https://hcigames.com/download/social-player-analytics-in-a-facebook-health-game},
Year = {2014},
Social health games can drive healthy behaviour. To track social behaviour change in social network games (SNGs), gameplay metrics should quantify socially-engaging gameplay behaviour based on player interactions. We developed social player metrics in a quantitative study of player behaviour in a social health game called Healthseeker (developed by Ayogo Health Inc.). This Facebook game targets people with diabetes to help them manage health goals in real life. Our metrics identify which game mechanics led to more gameplay success, connectedness and virality. We also identified how the behaviour of successful players differs from unsuccessful players in the game. Our results support that game mechanics aiming at social interactions can motivate players to solve more missions, to fulfill more healthy goals and to play the game longer. We conclude that having a well-connected social network can improve player success in solving game missions.
Year 2013

Rina R. Wehbe,
Dennis L. Kappen, David Rojas,
Matthias Klauser, Bill Kapralos, and
Lennart E. Nacke. 2013. EEG-Based Assessment of Video and In-Game Learning. In
Proceedings of CHI EA 2013. Paris, France. ACM, 667-672.
doi:10.1145/2468356.2468474 @inproceedings{wehbe2013eeg,
Abstract = {People often learn game-related information in video games by taking turns playing and watching each other play. This type of in-game learning involves both observation and imitation of actions. However, games are also made to be learnt individually during gameplay. Our study seeks to assess which is more effective for learning: just playing a game yourself or watching somebody play it first. We compare two gameplay situations: playing a digital game before watching a game-play video and playing a digital game after watching a gameplay video. Using a between-participants design, to measure learning effectiveness we recorded Mu rhythms, which are indirectly linked to mirror neuron activation during imitation learning. We also analyze hemispheric frontal alpha asymmetry. Our results indicate that presentation order of the video game matters and players are more aroused when watching a gameplay video before playing.},
Address = {Paris, France},
Author = {R. R. Wehbe, D. L. Kappen, D. Rojas, M. Klauser, B. Kapralos, and L. E. Nacke},
Booktitle = {Proceedings of CHI EA 2013},
Doi = {10.1145/2468356.2468474},
Img = {http://hcigames.com/wp-content/uploads/2015/05/eeg-based_assessment_of_video_and_in-game_learning.png},
Organization = {ACM},
Pages = {667-672},
Publisher = {ACM},
Title = {EEG-Based Assessment of Video and In-Game Learning},
Url = {https://hcigames.com/download/eeg-based-assessment-of-video-and-in-game-learning},
Year = {2013},
People often learn game-related information in video games by taking turns playing and watching each other play. This type of in-game learning involves both observation and imitation of actions. However, games are also made to be learnt individually during gameplay. Our study seeks to assess which is more effective for learning: just playing a game yourself or watching somebody play it first. We compare two gameplay situations: playing a digital game before watching a game-play video and playing a digital game after watching a gameplay video. Using a between-participants design, to measure learning effectiveness we recorded Mu rhythms, which are indirectly linked to mirror neuron activation during imitation learning. We also analyze hemispheric frontal alpha asymmetry. Our results indicate that presentation order of the video game matters and players are more aroused when watching a gameplay video before playing.