
معرفی
Dr. Pascal Lessel is a Post-Doctoral Researcher at the German Research Center for Artificial Intelligence (DFKI) working within the Ubiquitous Media Technology Lab at Saarland University. His research focuses on gamification, games user research, and persuasive technologies with particular emphasis on audience participation in live-streamed gaming environments.
His research interests center on bottom-up gamification approaches where users can customize or create their own game elements, audience-participation games for live streams (like Twitch), and improved interaction channels between streamers and their audiences. He has extensively studied how different user types respond to various gamification elements and how to personalize these systems for better engagement.
Through analysis of Dr. Lessel's publication record spanning from 2012-2022, several key research trends emerge. His work consistently explores the intersection of gamification and human-computer interaction, with a growing focus on audience participation in live-streamed gaming environments. He has made significant contributions to understanding how different user types respond to gamification elements, particularly through the Hexad framework. His research also demonstrates a strong commitment to practical applications, with numerous studies evaluating real-world implementations of gamified systems across diverse contexts including physical activity motivation, healthy eating, and workplace productivity.
Dr. Lessel has served as a reviewer for numerous top-tier conferences including CHI, CHI PLAY, UIST, and INTERACT. He is also an active member of the academic community, serving on the Game Award Saar 2023 jury and the GamesTalente jury since 2020.
He has supervised over 40 student theses and media projects covering diverse topics in gamification and games research. His teaching portfolio includes seminars on GameCraft, Games User Research, and the Media Informatics program at Saarland University. His research has resulted in approximately 50 publications in prestigious venues, demonstrating consistent scholarly productivity and impact in the fields of human-computer interaction and gamification research.