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.

🏆 Gamification 🎵 Audio 🖱️ HCI

Most Played · 6238 hrs total

Baldur's Gate 3

Baldur's Gate 3

289 hrs

Satisfactory

Satisfactory

254 hrs

ELDEN RING

ELDEN RING

188 hrs

Valheim

Valheim

168 hrs

The Witcher 3: Wild Hunt — Remastered

The Witcher 3: Wild Hunt — Remastered

155 hrs

34 publications · 220 citations

Featured Project


Tagify Web Platform

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.

View on GitHub

Academic Service


Web Chair

SUI
2024

Associate Chair

CHI Play Work in Progress Track
2023 2025
Mensch und Computer Full Papers
2026

Reviewer

CHI
2020 2021 2024 2025 2026
CHI Play
2020 2021 2022 2023 2024 2025 2026
IEEE VR
2022
SUI
2021 2023
MuC
2025 2026
GamiFIN
2026
CUI
2026
Papers reviewed per conference per year 0 5 10 15 20 papers CHI 2020: 1 paper (Late Breaking Works) CHI Play 2020: 1 paper (Work-in-Progress) 2 CHI 2021: 1 paper (Late-Breaking Work) CHI Play 2021: 1 paper (Work-in-Progress) SUI 2021: 1 paper 3 CHI Play 2022: 1 paper (Work-in-Progress) IEEE VR 2022: 1 paper (Conference Papers) 2 CHI Play 2023: 5 papers (1 Full Paper + 4 Work-in-Progress) SUI 2023: 1 paper 6 CHI 2024: 3 papers (2 Late-Breaking Work + 1 Papers) CHI Play 2024: 1 paper (Work-in-Progress) 4 CHI 2025: 1 paper (Late Breaking Work) CHI Play 2025: 5 papers (1 Full Paper + 4 Work-in-Progress) MuC 2025: 1 paper (Short Papers) 7 CHI 2026: 3 papers (Papers track) CHI Play 2026: 3 papers (2 Full Papers + 1 Work-in-Progress) GamiFIN 2026: 2 papers MuC 2026: 8 papers (Full Papers, as AC) CUI 2026: 1 paper (Short Papers) 17 2020 2021 2022 2023 2024 2025 2026
CHI CHI Play IEEE VR SUI MuC GamiFIN CUI

Publications — First Author


2026

Marc Schubhan and Stella Piebrock and Katja Rogers and Maximilian Altmeyer (2026). Sound by Design: Practitioner Perspectives on Factors Moderating the Impact of Audio in Games. .

2025

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. . 1 citation

2025

Marc Schubhan and Rostyslav Hnatyshyn and Maximilian Altmeyer (2025). Out of Tune? Nudging Player Behavior Through Background Music Pitch Modulation. . 1 citation

2025

Marc Schubhan and Pascal Lessel and Maximilian Altmeyer (2025). Tagify: a boilerplate tagging platform for gamification research. .

2024

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. 8 citations

2024

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. 7 citations

2020

Marc Schubhan and Maximilian Altmeyer and Dominic Buchheit and Pascal Lessel (2020). Investigating user-created gamification in an image tagging task. . 20 citations

Publications — Co-Author


2026

(2026). A Scoping Review of Auditory Interventions in Games and Gamification. .

2026

(2026). Adaptive, personalized gamification to improve adherence and retention in decentralized study settings. .

2026

(2026). Playing With Consent: A Serious Game Addressing Online Sexual Consent Among Men Who Have Sex With Men. .

2026

(2026). Real vs. Simulated Exertion in VR Cycling: Effects of Multimodal Haptics on Presence, Motivation, and Experience. .

2026

(2026). Sound by Design: Practitioner Perspectives on Factors Moderating the Impact of Audio in Games. .

2026

(2026). Synthetic Persuasion: An Exploratory Pre-Study on User Perception of Computer Voice Persuasiveness. .

2025

(2025). Investigating gamification modalities in running: a comparison of auditory and visual feedback on user performance and experience. . 1 citation

2025

(2025). Out of Tune? Nudging Player Behavior Through Background Music Pitch Modulation. . 1 citation

2025

(2025). SoulGarden: a gamified meditation application to enhance meditation habits, enjoyment, mindfulness, and mental well-being. .

2025

(2025). Tagify: a boilerplate tagging platform for gamification research. .

2024

(2024). Auditory, visual, or both? Comparing visual and auditory representations of game elements in a gamified image-tagging task. . 9 citations

2024

(2024). EcoMeal: Gamified Eco-Feedback of food consumption using a virtual garden. . 3 citations

2024

Sridhar Karra and Maximilian Altmeyer and Antonio Krüger and Marc Schubhan (2024). Like It or Not: Exploring the Impact of (Dis) liked Background Music on Player Behavior and Experience. .

2024

(2024). Like it or not: exploring the impact of (dis) liked background music on player behavior and experience. . 8 citations

2023

(2023). Faster, Harder? Investigating the Impact of Changing Background Music Speed on Gameplay Performance and Player Experience in an Endless Runner Game. . 3 citations

2022

(2022). “Absolute or Relative?”–Exploring the Choice Between Leaderboard Types in an Image Tagging Task. . 2 citations

2021

(2021). A long-term investigation on the effects of (personalized) gamification on course participation in a gym. . 16 citations

2021

(2021). Familyflower: An artifical flower to foster distant family connections. . 22 citations

2021

(2021). Hakoniwa: Enhancing physical Gamification using miniature garden elements. . 11 citations

2020

(2020). AmbiPlant-Ambient feedback for digital media through actuated plants. . 15 citations

2020

(2020). Investigating user-created gamification in an image tagging task. . 20 citations

2020

(2020). Using hexad user types to select suitable gamification elements to encourage healthy eating. . 31 citations

2019

(2019). Eating ads with a monster: Introducing a gamified ad blocker. . 3 citations

2019

(2019). Gamified ads: Bridging the gap between user enjoyment and the effectiveness of online ads. . 18 citations

2019

(2019). Gamified ads: Bridging the gap between user enjoyment and the effectiveness of online ads. . 1 citation

2019

(2019). Germ destroyer-a gamified system to increase the hand washing duration in shared bathrooms. . 11 citations

2019

(2019). Towards predicting hexad user types from smartphone data. . 8 citations

Impressum

Angaben gemäß § 5 TMG

Marc Schubhan
Goebenstraße 40
66117 Saarbrücken
Deutschland

Kontakt

E-Mail: marc.schubhan@htwsaar.de