Andreas Lieberoth
Aarhus University
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Featured researches published by Andreas Lieberoth.
Games and Culture | 2015
Andreas Lieberoth
This article experimentally dissociates the psychological impact of framing versus game mechanics, when presenting a serious activity as a game. Studies of game elements in nongame contexts tend to describe full packages, with no way of assessing their individual psychological and functional impact. To isolate the effects of framing, students (N = 90) were assigned to either discuss study environment issues through a list of questions, via a competitive discussion board game, or though the same game artifacts but with no game mechanics. Task engagement and self-reported intrinsic motivation were compared between groups. Results demonstrate that the effects of simply framing the activity as a game though vernacular and artifacts holds almost as much psychological power as the full game mechanics. In both game conditions, interest and enjoyment were significantly superior to controls, but other intrinsic motivation variables remained unchanged. Implications for game design in nongame contexts are discussed, and a framework for differentiating “deep and shallow gamification” in terms of mechanics and framing is developed.
Nature | 2016
Jens Jakob W. H. Sørensen; Mads Kock Pedersen; Michael Munch; Pinja Haikka; J. H. Jensen; Tilo Planke; Morten Ginnerup Andreasen; Miroslav Gajdacz; Klaus Mølmer; Andreas Lieberoth; Jacob F. Sherson
Humans routinely solve problems of immense computational complexity by intuitively forming simple, low-dimensional heuristic strategies. Citizen science (or crowd sourcing) is a way of exploiting this ability by presenting scientific research problems to non-experts. ‘Gamification’—the application of game elements in a non-game context—is an effective tool with which to enable citizen scientists to provide solutions to research problems. The citizen science games Foldit, EteRNA and EyeWire have been used successfully to study protein and RNA folding and neuron mapping, but so far gamification has not been applied to problems in quantum physics. Here we report on Quantum Moves, an online platform gamifying optimization problems in quantum physics. We show that human players are able to find solutions to difficult problems associated with the task of quantum computing. Players succeed where purely numerical optimization fails, and analyses of their solutions provide insights into the problem of optimization of a more profound and general nature. Using player strategies, we have thus developed a few-parameter heuristic optimization method that efficiently outperforms the most prominent established numerical methods. The numerical complexity associated with time-optimal solutions increases for shorter process durations. To understand this better, we produced a low-dimensional rendering of the optimization landscape. This rendering reveals why traditional optimization methods fail near the quantum speed limit (that is, the shortest process duration with perfect fidelity). Combined analyses of optimization landscapes and heuristic solution strategies may benefit wider classes of optimization problems in quantum physics and beyond.
Journal of behavioral addictions | 2018
Antonius J. van Rooij; Christopher J. Ferguson; Michelle Colder Carras; Daniel Kardefelt-Winther; Jing Shi; Espen Aarseth; Anthony M. Bean; Karin Helmersson Bergmark; Anne Brus; Mark Coulson; Jory Deleuze; Pravin Dullur; Elza Dunkels; Johan Edman; Malte Elson; Peter J. Etchells; Anne Fiskaali; Isabela Granic; Jeroen Jansz; Faltin Karlsen; Linda K. Kaye; Bonnie Kirsh; Andreas Lieberoth; Patrick M. Markey; Kathryn L. Mills; Rune Kristian Lundedal Nielsen; Amy Orben; Arne Poulsen; Nicole Prause; Patrick Prax
We greatly appreciate the care and thought that is evident in the 10 commentaries that discuss our debate paper, the majority of which argued in favor of a formalized ICD-11 gaming disorder. We agree that there are some people whose play of video games is related to life problems. We believe that understanding this population and the nature and severity of the problems they experience should be a focus area for future research. However, moving from research construct to formal disorder requires a much stronger evidence base than we currently have. The burden of evidence and the clinical utility should be extremely high, because there is a genuine risk of abuse of diagnoses. We provide suggestions about the level of evidence that might be required: transparent and preregistered studies, a better demarcation of the subject area that includes a rationale for focusing on gaming particularly versus a more general behavioral addictions concept, the exploration of non-addiction approaches, and the unbiased exploration of clinical approaches that treat potentially underlying issues, such as depressive mood or social anxiety first. We acknowledge there could be benefits to formalizing gaming disorder, many of which were highlighted by colleagues in their commentaries, but we think they do not yet outweigh the wider societal and public health risks involved. Given the gravity of diagnostic classification and its wider societal impact, we urge our colleagues at the WHO to err on the side of caution for now and postpone the formalization.
arXiv: Physics Education | 2016
Mads Kock Pedersen; Birk Skyum; Robert Heck; Romain Müller; Mark G. Bason; Andreas Lieberoth; Jacob F. Sherson
A virtual learning environment can engage students in the learning process at the universities in ways that the traditional lecture and lab formats can not. We present our virtual learning environment StudentResearcher which incorporates simulations, multiple-choice quizzes, video lectures and gamification into a learning path for quantum mechanics at the advanced university level. StudentResearcher is build upon experiences made from workshops with the citizen science game Quantum Moves at the high-school and university level, where the games was used to extensively to illustrate the basic concepts of quantum mechanics. The first test of this new virtual learning environment was a 2014 course in advanced quantum mechanics at Aarhus University with 47 enrolled students. Where we found an increased learning for the student whom were more active on the platform independent on their previous performances.
arXiv: Computers and Society | 2014
Andreas Lieberoth; Mads Kock Pedersen; Andreea Catalina Marin; Tilo Planke; Jacob F. Sherson
Game Research Methods | 2015
Andreas Lieberoth; Andreas Roepstorff
arXiv: Physics Education | 2015
Andreas Lieberoth; Mads Kock Pedersen; Jacob F. Sherson
Procedia - Social and Behavioral Sciences | 2016
Mads Kock Pedersen; Anette Svenningsen; Niels Bonderup Dohn; Andreas Lieberoth; Jacob F. Sherson
Food Quality and Preference | 2019
Niels Holm Jensen; Andreas Lieberoth
Transportation Research Part F-traffic Psychology and Behaviour | 2018
Andreas Lieberoth; Niels Holm Jensen; Thomas Viskum Gjelstrup Bredahl