Maximilian Altmeyer
Current Organizations / Institutes
The organizations/institutes from the scholar's latest article
Maximilian Altmeyer has a total of 42 co-authors. Here are the top co-authors by number of shared publications:
- Marc Schubhan
German Research Center for Artificial Intelligence (DFKI), Saarland Informatics Campus, Saarbrücken, Germany and Interaction Experience Group, Saarland University of Applied Sciences (htw saar), Saarbrücken, Germany
13 shared publications - Antonio Krüger
Saarland University, Saarbrücken, Germany and DFKI, Saarbrücken, Germany
5 shared publications - Jeanine Kirchner-Krath
Institute fpr Management, University of Koblenz, Koblenz, Germany
5 shared publications - Pascal Lessel
German Research Center for Artificial Intelligence (DFKI), Saarland Informatics Campus, Saarbrücken, Germany
4 shared publications - Donald Degraen
HIT Lab NZ, University of Canterbury, Christchurch, New Zealand
3 shared publications - Katja Rogers
Digital Interactions Lab, University of Amsterdam, Amsterdam, Netherlands
3 shared publications
Latest Publications
- Open Access
- 3 November 2026
- Published by Association for Computing Machinery (ACM) in Proceedings of the ACM on Human-Computer Interaction
- Vol. 10 (7) , 1-43
A Scoping Review of Auditory Interventions in Games and Gamification
Audio is a fundamental design component in crafting lively, immersive game worlds and gamified systems. Implemented through sound effects and music, it can enhance narratives and emotions in storytelling and provide dynamic feedback. Despite its central role, empirical findings on the impact of audio on performance, behavioral and experiential outcomes seem mixed and a structured overview depicting the current state-of-the-art in the field of gameful systems is lacking, yet required to understand when and how audio works. Therefore, we conducted a scoping review targeting audio interventions in games and gamification with a focus on implementations, measurements and reported effects. Across 119 publications, we identified a broad range of audio manipulations, study and intervention designs, as well as reported evidence. We found that effects vary across audio, game and outcome types, and that the evidence base in the domain of gamification remains comparatively sparse. With this review we contribute a systematic overview of prior experiments, map reported evidence to user performance, behavior and experience, and identify potentially moderating factors in audio effectiveness. This advances current methodological knowledge in the field and represents a first step towards a better understanding of the mechanisms underlying audio effectiveness.
- 3 November 2026
- Published by Association for Computing Machinery (ACM) in Proceedings of the ACM on Human-Computer Interaction
- Vol. 10 (7) , 1-43
Open AccessA Scoping Review of Auditory Interventions in Games and Gamification
Audio is a fundamental design component in crafting lively, immersive game worlds and gamified systems. Implemented through sound effects and music, it can enhance narratives and emotions in storytelling and provide dynamic feedback. Despite its central role, empirical findings on the impact of audio on performance, behavioral and experiential outcomes seem mixed and a structured overview depicting the current state-of-the-art in the field of gameful systems is lacking, yet required to understand when and how audio works. Therefore, we conducted a scoping review targeting audio interventions in games and gamification with a focus on implementations, measurements and reported effects. Across 119 publications, we identified a broad range of audio manipulations, study and intervention designs, as well as reported evidence. We found that effects vary across audio, game and outcome types, and that the evidence base in the domain of gamification remains comparatively sparse. With this review we contribute a systematic overview of prior experiments, map reported evidence to user performance, behavior and experience, and identify potentially moderating factors in audio effectiveness. This advances current methodological knowledge in the field and represents a first step towards a better understanding of the mechanisms underlying audio effectiveness.
- Open Access
- 3 November 2026
- Published by Association for Computing Machinery (ACM) in Proceedings of the ACM on Human-Computer Interaction
- Vol. 10 (7) , 1-29
Measuring What Motivates Maldaimonia in Play with the Inventory on Maldaimonic Motivations in Player Experiences (IMPEX)
Players often engage with video games maldaimonically—pursuing self-realization and self-expression through egocentric, destructive, exploitative, or otherwise harmful activities. Despite its recognition as a meaningful and cross-cultural experiential construct in games, no established instrument currently exists to measure the motivations associated with maldaimonic play. To address this gap, we developed the Inventory on Maldaimonic Motivations in Player Experiences (IMPEX) to assess player motivations as expressed through maldaimonic gaming activities. Following established scale development procedures, we conducted four iterative item development and initial validation studies, resulting in a 33-item, multidimensional scale encompassing eudaimonic motives, hedonic motives, malicious power-seeking, escapism, transgressive autonomy, social ambition, and extrinsic pursuits. We found initial support for understanding maldaimonic game experiences as involving established motivational dimensions and maldaimonic dimensions like malicious power-seeking, thereby extending current frameworks of player motivation.
- 3 November 2026
- Published by Association for Computing Machinery (ACM) in Proceedings of the ACM on Human-Computer Interaction
- Vol. 10 (7) , 1-29
Open AccessMeasuring What Motivates Maldaimonia in Play with the Inventory on Maldaimonic Motivations in Player Experiences (IMPEX)
Players often engage with video games maldaimonically—pursuing self-realization and self-expression through egocentric, destructive, exploitative, or otherwise harmful activities. Despite its recognition as a meaningful and cross-cultural experiential construct in games, no established instrument currently exists to measure the motivations associated with maldaimonic play. To address this gap, we developed the Inventory on Maldaimonic Motivations in Player Experiences (IMPEX) to assess player motivations as expressed through maldaimonic gaming activities. Following established scale development procedures, we conducted four iterative item development and initial validation studies, resulting in a 33-item, multidimensional scale encompassing eudaimonic motives, hedonic motives, malicious power-seeking, escapism, transgressive autonomy, social ambition, and extrinsic pursuits. We found initial support for understanding maldaimonic game experiences as involving established motivational dimensions and maldaimonic dimensions like malicious power-seeking, thereby extending current frameworks of player motivation.
- Open Access
- 2 November 2026
- Published by Association for Computing Machinery (ACM)
- p. 267-274
Sound by Design: Practitioner Perspectives on Factors Moderating the Impact of Audio in Games
- 2 November 2026
- Published by Association for Computing Machinery (ACM)
- p. 267-274
Open AccessSound by Design: Practitioner Perspectives on Factors Moderating the Impact of Audio in Games
- Open Access
- 21 July 2026
- Published by Association for Computing Machinery (ACM)
- p. 1-6
Synthetic Persuasion: An Exploratory Pre-Study on User Perception of Computer Voice Persuasiveness
- 21 July 2026
- Published by Association for Computing Machinery (ACM)
- p. 1-6
Open AccessSynthetic Persuasion: An Exploratory Pre-Study on User Perception of Computer Voice Persuasiveness
- 2 July 2026
- Published by Springer Nature
- p. 228-237
Adaptive, Personalized Gamification to Improve Adherence and Retention in Decentralized Study Settings
- 2 July 2026
- Published by Springer Nature
- p. 228-237
Adaptive, Personalized Gamification to Improve Adherence and Retention in Decentralized Study Settings
- Open Access
- 16 November 2025
- Published by Association for Computing Machinery (ACM)
- p. 1-9
Investigating Gamification Modalities in Running: A Comparison of Auditory and Visual Feedback on User Performance and Experience
- 16 November 2025
- Published by Association for Computing Machinery (ACM)
- p. 1-9
Open AccessInvestigating Gamification Modalities in Running: A Comparison of Auditory and Visual Feedback on User Performance and Experience
- Open Access
- 13 October 2025
- Published by Association for Computing Machinery (ACM)
- p. 132-138
Out of Tune? Nudging Player Behavior Through Background Music Pitch Modulation
- 13 October 2025
- Published by Association for Computing Machinery (ACM)
- p. 132-138
Open AccessOut of Tune? Nudging Player Behavior Through Background Music Pitch Modulation
- Open Access
- 5 October 2025
- Published by Association for Computing Machinery (ACM) in Proceedings of the ACM on Human-Computer Interaction
- Vol. 9 (6) , 29-63
SoulGarden: A Gamified Meditation Application to Enhance Meditation Habits, Enjoyment, Mindfulness, and Mental Well-Being
Meditation 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.
- 5 October 2025
- Published by Association for Computing Machinery (ACM) in Proceedings of the ACM on Human-Computer Interaction
- Vol. 9 (6) , 29-63
Open AccessSoulGarden: A Gamified Meditation Application to Enhance Meditation Habits, Enjoyment, Mindfulness, and Mental Well-Being
Meditation 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.
- Open Access
- 30 August 2025
- Published by Association for Computing Machinery (ACM)
- p. 721-725
Tagify: A Boilerplate Tagging Platform for Gamification Research
- 30 August 2025
- Published by Association for Computing Machinery (ACM)
- p. 721-725
Open AccessTagify: A Boilerplate Tagging Platform for Gamification Research
- Open Access
- 14 October 2024
- Published by Association for Computing Machinery (ACM) in Proceedings of the ACM on Human-Computer Interaction
- Vol. 8 (CHI PLAY) , 1-28
Auditory, Visual, or Both? Comparing Visual and Auditory Representations of Game Elements in a Gamified Image-Tagging Task
In gamification users show increased motivation and engagement towards tasks. So far, this effect has mostly been empirically tested based on the visual depiction of game elements, while research on the use and addition of auditory aspects is sparse. In this work we investigate the effect of different modalities of game elements (auditory, visual, audiovisual) on user experience, perception and performance in a gamified image-tagging task. We approached this via an online validation survey to find suitable sound effects (N=50), a main quantitative study (N=109) and a qualitative semi-structured interview (N=9). Our results show that while visual gamification increases performance, auditory and audiovisual gamification had no effect. However, they were shown to have an influence on the user's flow state. Our qualitative follow-up study shed light on underlying reasons and revealed each modality has its own drawbacks and advantages and that combining both visual and auditory aspects was preferred by participants.
- 14 October 2024
- Published by Association for Computing Machinery (ACM) in Proceedings of the ACM on Human-Computer Interaction
- Vol. 8 (CHI PLAY) , 1-28
Open AccessAuditory, Visual, or Both? Comparing Visual and Auditory Representations of Game Elements in a Gamified Image-Tagging Task
In gamification users show increased motivation and engagement towards tasks. So far, this effect has mostly been empirically tested based on the visual depiction of game elements, while research on the use and addition of auditory aspects is sparse. In this work we investigate the effect of different modalities of game elements (auditory, visual, audiovisual) on user experience, perception and performance in a gamified image-tagging task. We approached this via an online validation survey to find suitable sound effects (N=50), a main quantitative study (N=109) and a qualitative semi-structured interview (N=9). Our results show that while visual gamification increases performance, auditory and audiovisual gamification had no effect. However, they were shown to have an influence on the user's flow state. Our qualitative follow-up study shed light on underlying reasons and revealed each modality has its own drawbacks and advantages and that combining both visual and auditory aspects was preferred by participants.