Publications

Pimmer, C., Brühlmann, F., Odetola, T. D., Oluwasola, D. O., Dipeolu, O., & Ajuwon, A. J. (2019). Facilitating professional mobile learning communities with instant messaging. Computers & Education, 128, 102-112. https://doi.org/10.1016/j.compedu.2018.09.005   edoc
Brühlmann, F. (2019). Understanding and improving subjective measures in human-computer interaction. https://doi.org/10.5451/unibas-007078326   edoc | Open Access
Vollenwyder, B., Iten, G. H., Brühlmann, F., Opwis, K., & Mekler, E. D. (2019). Salient beliefs influencing the intention to consider web accessibility. Computer in Human Behavior, 92, 352-360.   
Brühlmann, F., & Mekler, E. D. (2018). Surveys in Games User Resarch. In A. Drachen, P. Mirza-Babaei, & L. E. Nacke (Hrsg.), Games User Research (S. 141-162). Oxford, UK: Oxford University Press.   edoc
Law, E. L.-C., Brühlmann, F., & Mekler, E. D. (2018). Systematic Review and Validation of the Game Experience Questionnaire (GEQ) - Implications for Citation and Reporting Practice . In Proceedings of the 2018 Annual Symposium on Computer-Human Interaction in Play (S. 257-270). New York: ACM. https://doi.org/10.1145/3242671.3242683   edoc
Vollenwyder, B., Schneider, A., Krueger, E., Brühlmann, F., Opwis, K., & Mekler, E. D. (2018). How to use plain and easy-to-read language for a positive user experience on websites. In K. Miesenberger & G. Kouroupetroglou (Hrsg.), Proceedings of the 16th International Conference Computers Helping People with Special Needs (ICCHP 2018) (S. 514-522). Heidelberg: Springer. https://doi.org/10.1007/978-3-319-94277-3_80   edoc
Pimmer, C., Brühlmann, F., Odetola, T. D., Dipeolu, O., Gröhbiel, U., & Ajuwon, A. J. (2018). Instant messaging and nursing students` clinical learning experience. Nurse Education Today, 64, 119-124. https://doi.org/10.1016/j.nedt.2018.01.034   edoc
Brühlmann, F., Vollenwyder, B., Opwis, K., & Mekler, E. D. (2018). Measuring the "Why" of Interaction: Development and Validation of the User Motivation Inventory (UMI). In Proceedings of the 2018 CHI Conference on Human Factors in Computing Systems. New York, NY, USA: ACM. https://doi.org/10.1145/3173574.3173680   edoc
Mekler, E. D., Brühlmann, F., Tuch, A. N., & Opwis, K. (2017). Towards understanding the effects of individual gamification elements on intrinsic motivation and performance. Computers in Human Behavior, 71, 525-534. https://doi.org/10.1016/j.chb.2015.08.048   edoc
Petralito, S., Brühlmann, F., Iten, G., Mekler, E. D., & Opwis, K. (2017). A good reason to die: How avatar death and high challenges enable positive experiences?. In Proceedings of the 35rd Annual ACM Conference on Human Factors in Computing Systems (CHI 2017) (Bd. 11, 2017, S. 5087-5097). Denver, CO, USA: Association for Computing Machinery (ACM). https://doi.org/10.1145/3025453.3026047   edoc
Brühlmann, F., Schmid, G.-M., & Mekler, E. D. (2016, Mai 8). Online Playtesting With Crowdsourcing: Advantages and Challenges. CHI 2016 Workshop: Lightweight Games User Research for Indies and Non-Profit Organizations. Abgerufen von http://gur.hcigames.com/wp-content/uploads/2016/05/CHIGUR2016_paper_6.pdf   
Bargas-Avila, J. A., & Brühlmann, F. (2016). Measuring user rated language quality: Development and validation of the user interface Language Quality Survey (LQS). International Journal of Human-Computer Studies, 86, 1-10. https://doi.org/10.1016/j.ijhcs.2015.08.010   edoc | Open Access
Brühlmann, F., & Schmid, G.-M. (2015). How to Measure the Game Experience? Analysis of the Factor Structure of Two Questionnaires. In Proceedings of the 33rd Annual ACM Conference Extended Abstracts on Human Factors in Computing Systems (S. 1181-1186). New York: ACM. https://doi.org/10.1145/2702613.2732831   edoc | Open Access
Mekler, E. D., Brühlmann, F., Opwis, K., & Tuch, A. N. (2013). Do points, levels and leaderboards harm intrinsic motivation?: an empirical analysis of common gamification elements. In Gamification 2013 : proceedings of the first international conference on gameful design, research, and applications (S. 66-73). Toronto: The Association for Computing Machinery (ACM). https://doi.org/10.1145/2583008.2583017   edoc
Mekler, E. D., Brühlmann, F., Opwis, K., & Tuch, A. N. (2013). Disassembling gamification: the effects of points and meaning on user motivation and performance. In CHI ’13 extended abstracts on human factors in computing systems (Bd. CHI ’13, S. 1137-1142). New York: ACM. https://doi.org/10.1145/2468356.2468559   edoc | Open Access