I am an HCI researcher and PhD student working at the intersection of human-computer interaction,
games, and gamification. My research investigates how interactive systems (mostly games and gamification) can be designed to improve human factors such as performance or experience — with a particular focus on the role of audio in these outcomes.
I am affiliated with the Interaction Experience Group at HTW Saar and the Ubiquitous Media Technologies Lab
at Saarland University.
Also: I love gaming.
Most Played · 998 hrs total
Baldur's Gate 3
264 hrs
Satisfactory
254 hrs
ELDEN RING
188 hrs
Valheim
168 hrs
The Witcher 3: Wild Hunt
122 hrs
20 publications · 153 citations
Featured Project
A web-based platform for gamification research, enabling the study of game elements and their effects on user motivation, performance, and engagement in interactive tasks.
Academic Service
Web Chair
Associate Chair
Reviewer
Publications — First Author
Marc Schubhan and Anne Deutschen and Felix Kosmalla and Florian Daiber and Maximilian Altmeyer (2025). Investigating gamification modalities in running: a comparison of auditory and visual feedback on user performance and experience. .
Marc Schubhan and Rostyslav Hnatyshyn and Maximilian Altmeyer (2025). Out of Tune? Nudging Player Behavior Through Background Music Pitch Modulation. .
Marc Schubhan and Pascal Lessel and Maximilian Altmeyer (2025). Tagify: a boilerplate tagging platform for gamification research. .
Marc Schubhan and Maximilian Altmeyer and Katja Rogers and Donald Degraen and Pascal Lessel and Antonio Krüger (2024). Auditory, Visual, or Both? Comparing Visual and Auditory Representations of Game Elements in a Gamified Image-Tagging Task. Proceedings of the ACM on Human-Computer Interaction. 5 citations
Marc Schubhan and Sridhar Karra and Maximilian Altmeyer and Antonio Krüger (2024). Like it or not: exploring the impact of (dis) liked background music on player behavior and experience. Proceedings of the ACM on Human-Computer Interaction. 4 citations
Marc Schubhan and Maximilian Altmeyer and Dominic Buchheit and Pascal Lessel (2020). Investigating user-created gamification in an image tagging task. . 19 citations
Publications — Co-Author
Oliver Braese and Jeanine Kirchner-Krath and Marc Schubhan and Donald Degraen and Maximilian Altmeyer (2025). SoulGarden: a gamified meditation application to enhance meditation habits, enjoyment, mindfulness, and mental well-being. Proceedings of the ACM on Human-Computer Interaction.
Donald Degraen and Elena Werny and Marc Schubhan and Maximilian Altmeyer and Antonio Krüger (2024). EcoMeal: Gamified Eco-Feedback of food consumption using a virtual garden. . 2 citations
German Schabert and Marc Schubhan and Michael Schmitz and Maximilian Altmeyer (2023). Faster, Harder? Investigating the Impact of Changing Background Music Speed on Gameplay Performance and Player Experience in an Endless Runner Game. . 2 citations
Pascal Lessel and Maximilian Altmeyer and Marc Schubhan and Dennis Gudea and Antonio Krüger (2022). “Absolute or Relative?”–Exploring the Choice Between Leaderboard Types in an Image Tagging Task. . 2 citations
Maximilian Altmeyer and Marc Schubhan and Antonio Krüger and Pascal Lessel (2021). A long-term investigation on the effects of (personalized) gamification on course participation in a gym. arXiv preprint arXiv:2107.12597. 11 citations
Donald Degraen and Hannah Hock and Marc Schubhan and Maximilian Altmeyer and Felix Kosmalla and Antonio Krüger (2021). Familyflower: An artifical flower to foster distant family connections. . 17 citations
Donald Degraen and Marc Schubhan and Maximilian Altmeyer and Antonio Krüger (2021). Hakoniwa: Enhancing physical Gamification using miniature garden elements. . 10 citations
Donald Degraen and Marc Schubhan and Kamila Mushkina and Akhmajon Makhsadov and Felix Kosmalla and André Zenner and Antonio Krüger (2020). AmbiPlant-Ambient feedback for digital media through actuated plants. . 13 citations
Maximilian Altmeyer and Marc Schubhan and Pascal Lessel and Linda Muller and Antonio Krüger (2020). Using hexad user types to select suitable gamification elements to encourage healthy eating. . 28 citations
Maximilian Altmeyer and Pascal Lessel and Kathrin Dernbecher and Vladislav Hnatovskiy and Marc Schubhan and Antonio Krüger (2019). Eating ads with a monster: Introducing a gamified ad blocker. . 3 citations
Vladislav Hnatovskiy and Maximilian Altmeyer and Pascal Lessel and Kathrin Dernbecher and Marc Schubhan and Antonio Krüger (2019). Gamified ads: Bridging the gap between user enjoyment and the effectiveness of online ads. . 1 citation
Maximilian Altmeyer and Kathrin Dernbecher and Vladislav Hnatovskiy and Marc Schubhan and Pascal Lessel and Antonio Krüger (2019). Gamified ads: bridging the gap between user enjoyment and the effectiveness of online ads. . 18 citations
Maximilian Altmeyer and Pascal Lessel and Marc Schubhan and Vladislav Hnatovskiy and Antonio Krüger (2019). Germ destroyer-a gamified system to increase the hand washing duration in shared bathrooms. . 10 citations
Maximilian Altmeyer and Pascal Lessel and Marc Schubhan and Antonio Krüger (2019). Towards predicting hexad user types from smartphone data. . 8 citations