TY - RPRT A1 - Schumacher, Julian T1 - Zugang zum Recht im Zeitalter der Digitalisierung N2 - Was bedeutet Zugang zum Recht? Wie kann und muss dieser durch moderne Technologie, vor allem Informationstechnik, weiterentwickelt werden? Werden unsere Richter bald durch Roboter ersetzt? Dieser Essay bietet einen kurzen Überblick bzgl. E-Justice, Legal Tech und co., welcher LeserInnen hoffentlich zur weiteren Recherche anregt. T3 - Studentische Arbeitspapiere im Bereich Recht - 18 KW - Legal technology KW - E-Justice KW - Künstliche Intelligenz Y1 - 2021 U6 - http://nbn-resolving.de/urn/resolver.pl?urn:nbn:de:hbz:1383-opus4-7218 ER - TY - THES A1 - Schumacher, Julian T1 - Combining Entertainment-Oriented Action Gameplay and Learning-Oriented Memorization Challenges N2 - Though much research is being conducted into educational applications of video games, the effects of individual gameplay elements on overall enjoyment and motivation remain largely unexplored. Similarly, long-term player retention tied to these factors in educational or serious games are often ignored, leading to a lack of engagement and thus an ineffective product. This thesis outlines several proven design patterns employed in the entertainment-based games industry, particularly in action games. It then discusses how these patterns may be applied in digital learning environments and provides examples using a practically implemented prototype of a game combining 2D platforming, multiplayer interactivity, and vocabulary quizzes. The theoretical concepts described herein are based on peer-reviewed scientific research as well as informal resources such as presentations from the annual Game Developers Conference, development logs, or interviews with prominent figures in the games industry. They incorporate principles of visual, audio, gameplay, and didactic design; coding practices and software architecture are not discussed. The prototypical implementation employs the freely accessible Unity game engine, along with a combination of foreign and custom-made assets. Keywords: Serious Games, Video Game Development, Educational Software, digital learning environments, vocabulary learning Y1 - 2022 U6 - http://nbn-resolving.de/urn/resolver.pl?urn:nbn:de:hbz:1383-opus4-12800 ER -