• Skip to main content
  • Skip to header right navigation
  • Skip to site footer
HCI Games Group

HCI Games Group

Researching Affective Systems and Engaging Interactions

  • Home
  • Blog
  • People
  • Opportunities
  • Projects
  • Publications
  • Teaching
  • Contact
  • CLICK ME!!!

Researchers

You are here: Home / Researchers

Dominic Elm

Visiting Master's Student


@elmd_
Dominic Elm is a Master's student from University of Bremen, Germany. His major is Computer Science with a focus on Digital Media and Interactions. Dominic is currently collaborating as a research assistant. His master's thesis is focused on business gamification and is co-supervised by Dr. Lennart Nacke. More precisely, his thesis should give an insight on how employees can be motivated and engaged in sharing knowledge within organizations by using common game elements. In 2013, Dominic has completed a vocational training as a Computer Science Expert in System Integration. In 2014, he earned his B.Sc. from University of Bremen and graduated with distinction. Since then has been working as a Frontend Engineer primarily focusing on JavaScript. Dominic describes himself as a passionate Web Developer, AngularJS enthusiast, and a sportsman who is also into design. In his spare time, he likes diving, skiing, cycling, traveling and all sorts of sports disciplines.

Projects

Applied Game Design for Non-Entertainment Systems
Gamification of Social Recruitment Applications
Interactive and Multi-Modal Experience Research Syndicate (IMMERSe)
Developing and Analysing Adaptive, Enjoyable, and Engaging Human-Computer Interfaces

Publications

Year 2017


Proceedings

CLEVER: A Gameful Enterprise Learning System

Dominic Elm, Gustavo Fortes Tondello, and Lennart Nacke. 2017. CLEVER: A Gameful Enterprise Learning System. In 1st International Workshop on Gamification and Games for Learning. Tenerife, Spain. ULL. Online: https://riull.ull.es/xmlui/handle/915/4783
PDFBibTeXAbstractExternal URL
@inproceedings{Elm2017,
abstract = {Employees often lack the motivation to share their implicit knowledge with one another and are reluctant to engage in a collaborative forum for such knowledge exchange. To address this issue, we developed a gameful learning component of an enterprise knowledge management system (KMS) to help foster this process of collaborative and participatory learning. This paper introduces CLEVER, a serious game that combines trivia and strategy elements as game elements to motivate the players into knowledge exchange. Furthermore, we describe how CLEVER uses intrinsic and extrinsic motivational affordances to engage employees into enterprise knowledge learning.},
address = {Tenerife, Spain},
author = {Elm, Dominic and Tondello, Gustavo F. and Nacke, Lennart E.},
booktitle = {1st International Workshop on Gamification and Games for Learning},
keywords = {enterprise learning,gameful design,gamification,knowledge management},
publisher = {ULL},
title = {{CLEVER : A Gameful Enterprise Learning System}},
url = {https://riull.ull.es/xmlui/handle/915/4783},
year = {2017}
}
Employees often lack the motivation to share their implicit knowledge with one another and are reluctant to engage in a collaborative forum for such knowledge exchange. To address this issue, we developed a gameful learning component of an enterprise knowledge management system (KMS) to help foster this process of collaborative and participatory learning. This paper introduces CLEVER, a serious game that combines trivia and strategy elements as game elements to motivate the players into knowledge exchange. Furthermore, we describe how CLEVER uses intrinsic and extrinsic motivational affordances to engage employees into enterprise knowledge learning.

Year 2016


Proceedings

CLEVER: A Trivia and Strategy Game for Enterprise Knowledge Learning

Dominic Elm, Gustavo Fortes Tondello, Dennis Kappen, Marim Ganaba, Melissa Stocco, and Lennart Nacke. 2016. CLEVER: A Trivia and Strategy Game for Enterprise Knowledge Learning. In Proceedings of the 2016 Annual Symposium on Computer-Human Interaction in Play Extended Abstracts - CHI PLAY EA '16. Austin, TX, USA. ACM. doi:10.1145/2968120.2971805
PDFDOIBibTeXAbstract
@inproceedings{Elm2016a,
Abstract = {Knowledge management (KM) includes the acquisition, sharing, and dissemination of knowledge within a company. The problem with many enterprise KM systems is that they are complex and hardly used, because workers lack motivation to engage in a collaborative process of knowledge sharing and learning. To address this, we developed a gameful learning component of an enterprise KM system (KMS). Our game features an innovative combination of trivia and strategy elements, put together to afford motivation within a KMS. It can be played by employees in the same organization to foster collaborative knowledge exchange and learning.},
Address = {Austin, TX, USA},
Author = {D. Elm, G. F. Tondello, D. L. Kappen, M. Ganaba, M. Stocco, and L. E. Nacke},
Booktitle = {Proceedings of the 2016 annual symposium on computer-human interaction in play extended abstracts - chi play ea '16},
Doi = {10.1145/2968120.2987745},
File = {::},
Img = {http://hcigames.com/wp-content/uploads/2016/08/clever.jpg},
Keywords = {Gamification, knowledge management, gameful design.},
Publisher = {ACM},
Title = {CLEVER: A Trivia and Strategy Game for Enterprise Knowledge Learning},
Url = {https://hcigames.com/download/clever-trivia-strategy-game-enterprise-knowledge-learning},
Year = {2016},
Knowledge management (KM) includes the acquisition, sharing, and dissemination of knowledge within a company. The problem with many enterprise KM systems is that they are complex and hardly used, because workers lack motivation to engage in a collaborative process of knowledge sharing and learning. To address this, we developed a gameful learning component of an enterprise KM system (KMS). Our game features an innovative combination of trivia and strategy elements, put together to afford motivation within a KMS. It can be played by employees in the same organization to foster collaborative knowledge exchange and learning.

Proceedings

CLEVER: Gamification and Enterprise Knowledge Learning

Dominic Elm, Dennis Kappen, Gustavo Fortes Tondello, and Lennart Nacke. 2016. CLEVER: Gamification and Enterprise Knowledge Learning. In Proceedings of the 2016 Annual Symposium on Computer-Human Interaction in Play Extended Abstracts - CHI PLAY EA '16. Austin, TX, USA. ACM. doi:10.1145/2968120.2987745
PDFDOIBibTeXAbstract
@inproceedings{Elm2016,
Abstract = {This paper describes the design and a preliminary implementation study of a gamified knowledge management system (KMS) that supports the learning component within knowledge management (KM). KM includes acquiring social capital through the process of acquisition, sharing, and dissemination of knowledge within a company. Employees often lack the motivation to share their implicit knowledge with one another and are reluctant to engage in a collaborative forum for such knowledge exchange. We developed a gamified learning component of an enterprise KMS to help foster this process of collaborative and participatory learning. More importantly, this game combines trivia and strategy elements as game elements to motivate the players for knowledge exchange. We report preliminary results from an exploratory study with nine participants which indicates that the above combination of game elements does contribute to participatory knowledge learning within an enterprise KMS.},
Address = {Austin, TX, USA},
Author = {D. Elm, D. L. Kappen, G. F. Tondello, and L. E. Nacke},
Booktitle = {Proceedings of the 2016 annual symposium on computer-human interaction in play extended abstracts - chi play ea '16},
Doi = {10.1145/2968120.2987745},
File = {::},
Img = {http://hcigames.com/wp-content/uploads/2016/08/clever.jpg},
Keywords = {Gamification, knowledge management, gameful design.},
Publisher = {ACM},
Title = {CLEVER: Gamification and Enterprise Knowledge Learning},
Url = {https://hcigames.com/download/clever-gamification-enterprise-knowledge-learning},
Year = {2016},
This paper describes the design and a preliminary implementation study of a gamified knowledge management system (KMS) that supports the learning component within knowledge management (KM). KM includes acquiring social capital through the process of acquisition, sharing, and dissemination of knowledge within a company. Employees often lack the motivation to share their implicit knowledge with one another and are reluctant to engage in a collaborative forum for such knowledge exchange. We developed a gamified learning component of an enterprise KMS to help foster this process of collaborative and participatory learning. More importantly, this game combines trivia and strategy elements as game elements to motivate the players for knowledge exchange. We report preliminary results from an exploratory study with nine participants which indicates that the above combination of game elements does contribute to participatory knowledge learning within an enterprise KMS.
  • Facebook
  • Twitter
  • LinkedIn
  • Instagram
  • YouTube

Copyright © 2022 · HCI Games Group · All Rights Reserved. We acknowledge that we live and work on the traditional territory of the Neutral, Anishinaabeg, and Haudenosaunee peoples. The University of Waterloo is situated on the Haldimand Tract, the land promised to the Six Nations that includes six miles on each side of the Grand River. We wish to honour the ancestral guardians of this land and its waterways: the Anishinaabe, the Haudenosaunee Confederacy, the Wendat, and the Neutrals. Many Indigenous peoples continue to call this land home and act as its stewards, and this responsibility extends to all peoples, to share and care for this land for generations to come.