VLDB 2026 Research / reviewers in the wild / expert
Jeanine Kirchner-Krath
dblp:296/0029 · also Jeanine Krath
· DBLP profile ↗
6ranked-venue papers
3as first author
6since 2021 · last 2026
0000-0003-4996-1147ORCID · verified
Domains — the database's venue-derived domains; a paper can count in several
Human-computer interaction and ubiquitous computing · 6 · 3 first-author · 6 since 2021
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2026 | Fostering trust in human-robot interaction via perspective-taking and anthropomorphism: an empirical study in an industrial simulation gameabstractHighlights• We actively trigger people’s tendency to treat robots as human-like social actors• Two sociopsychological mechanisms are applied in an industrial use case• Perspective-taking fosters cognitive trust in cobots• Anthropomorphism increases emotional distrust of participants• Human-like cobot designs may prevent collaboration instead of fostering it Maximilian Wittmann 0002, Runjie Xie, Jeanine Kirchner-Krath, Benedikt Morschheuser |
Int. J. Hum. Comput. Stud. | 3 |
| 2025 | SoulGarden: A Gamified Meditation Application to Enhance Meditation Habits, Enjoyment, Mindfulness, and Mental Well-BeingabstractMeditation can enhance mental well-being, but practicing meditation regularly can be challenging. In this work, we present SoulGarden - a gamified, web-based meditation app that draws on the narrative of personal growth, a guiding avatar and several progress-related mechanics to increase users' enjoyment in meditation and thereby enhance their meditation habits, mindfulness, and mental well-being. We conducted a within-subjects field study spanning four weeks (N=30) in which we evaluated the effectiveness of SoulGarden by comparing it to a non-gamified version and baseline measures. Our results show users meditated a lot using SoulGarden and the addition of gamification increased user enjoyment, frequency of meditation, and mindfulness. Thus, we contribute evidence for the potential of gamification to increase engagement and enhance mindfulness in meditation practices, ultimately paving the way to more effective mental health interventions. Oliver Braese, Jeanine Kirchner-Krath, Marc Schubhan, Donald Degraen, Maximilian Altmeyer |
Proc. ACM Hum. Comput. Interact. | 2 |
| 2024 | Outplay Your Weaker Self: A Mixed-Methods Study on Gamification to Overcome Procrastination in AcademiaabstractProcrastination is the deliberate postponing of tasks knowing that it will have negative consequences in the future. Despite the potentially serious impact on mental and physical health, research has just started to explore the potential of information systems to help students combat procrastination. Specifically, while existing learning systems increasingly employ elements of game design to transform learning into an enjoyable and purposeful adventure, little is known about the effects of gameful approaches to overcome procrastination in academic settings. This study advances knowledge on gamification to counter procrastination by conducting a mixed-methods study among higher education students. Our results shed light on usage patterns and outcomes of gamification on self-efficacy, self-control, and procrastination behaviors. The findings contribute to theory by providing a better understanding of the potential of gamification to tackle procrastination. Practitioners are supported by implications on how to design gamified learning systems to support learners in self-organized work. Jeanine Kirchner-Krath, Manuel Schmidt-Kraepelin, Sofia Schöbel, Mathias Ullrich, Ali Sunyaev, Harald F. O. von Korfleisch |
CHI | 1 |
| 2024 | Uncovering the theoretical basis of user types: An empirical analysis and critical discussion of user typologies in research on tailored gameful designabstractGamification has become one of the main areas in information systems and human–computer interaction research related to users’ motivations and behaviors. Within this context, a significant research gap is the lack of understanding of how users’ characteristics, especially in terms of their preferences for gameful interaction (i.e., user typologies), moderate the effects of gamification and, furthermore, how gamification could be tailored to individual needs. Despite their prominence in classifying users, current typologies and their use in research and practice have received severe criticism regarding validity and reliability, as well as the application and interpretation of their results. Therefore, it is essential to reconsider the relationships and foundations of common user typologies and establish a sound empirical basis to critically discuss their value and limits for personalized gamification. To address this research gap, this study investigated the psychometric properties of the most popular player types within tailored gamification literature (i.e., Bartle’s player types, Yee’s motivations to play, BrainHex, and HEXAD) through a survey study (n=877) using their respective measurement instruments, followed by a correlation analysis to understand their empirical relations and an exploratory factor analysis to identify the underlying factors. The results confirm that user typologies, despite their different origins, show considerable overlap, some being consistent whereas others contradicted theoretically assumed relationships. Furthermore, we show that these four user typologies overall factor into five underlying and fundamental dimensions of Socialization, Escapism, Achievement, Reward Pursuit, and Independence, which could be considered common concepts that may essentially reflect key determinants of user motivation in gamification. Our findings imply that future research and practice in tailored gamification design should shift the focus from developing and applying ever more nuanced typologies to understanding and measuring the key underlying determinants of user motivation in gameful systems. Moreover, given the considerable interrelationships between these determinants, we also argue that researchers should favor continuous representations of users’ motivations in specific situations instead of a dichotomous operationalization of user types as static manifestations of their preferences. Jeanine Kirchner-Krath, Maximilian Altmeyer, Linda Schürmann, Bastian Kordyaka, Benedikt Morschheuser, Ana C. T. Klock, Lennart E. Nacke, Juho Hamari, Harald F. O. von Korfleisch |
Int. J. Hum. Comput. Stud. | 1 |
| 2023 | Hexad-12: Developing and Validating a Short Version of the Gamification User Types Hexad ScaleabstractThe Hexad scale is a crucial tool for personalized gamification in user experience (UX) design. However, completing a 24-item questionnaire can increase dropout rates and screen fatigue within online surveys. When included in larger surveys, scale brevity makes a difference. To reduce the time required for the assessment process, we developed and validated a 12-item version of the Hexad scale. To create it, we carried out an exploratory factor analysis on an existing data set to identify appropriate items (n = 882). To validate the 12-item version, we conducted a confirmatory factor analysis on a new data set (n = 1, 101). Our results show that Hexad-12 outperforms the original Hexad scale regarding model fit, reliability, convergent, and discriminant validity. Therefore, Hexad-12 resolves issues found in studies using the original Hexad scale and provides a suitable and swift instrument for concisely assessing Hexad user types in tailored gamification design. Jeanine Kirchner-Krath, Maximilian Altmeyer, Gustavo Fortes Tondello, Lennart E. Nacke |
CHI | 1 |
| 2022 | Everywhere but Nowhere: Development Experiences of the International Game Developers in Finland during the Covid-19 Pandemic and Remote WorkabstractThe Covid-19 pandemic has influenced people's views on work, and a significant portion of the global game industry converted to remote work during the pandemic. To explore the status of game development in this pivotal moment, we have conducted semi-structured interviews with 27 immigrant/expatriate game developers ("game expats") in Finland analyzing their migration push and pull on societal, industrial, social, and individual factors. The results indicate societal and industrial factors simultaneously influencing game expats' migration intention, but with an increasing influence of game corporation's role on developers' both on-the-job and off-the-job embeddedness due to an absence of (local) community activities during the pandemic. The data also reveals that game developers are valuing the physical workspace for face-to-face interactions, despite the industrial norm of digital tools and seamless transition to remote work. Furthermore, an alarming stratification and hierarchization within the game industry were identified, which game developers self-dividing in-house versus outsourced workforce even if they were both required to work remotely. This paper contributes to game studies on game developers' experiences as an attempt to investigate the local context of game development. It is also one of the first snapshots of game work practices in Finland during the Covid-19 era. Solip Park, Annakaisa Kultima, Miikka J. Lehtonen, Jeanine Kirchner-Krath |
Proc. ACM Hum. Comput. Interact. | 4 |