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Psychologie digitaler Lernmedien
Psychologie digitaler Lernmedien
Portrait: Katharina Jahn M.Sc.
Katharina Jahn M.Sc.
Wissenschaftliche Mitarbeiterin
  • Telefon:
    +49 371 531-31639
  • E-Mail:
  • Adresse:
    Straße der Nationen 12, 09111 Chemnitz
  • Raum:
    1/R214 (neu: A30.214)

Forschungsinteressen

  • Gestaltung digitaler Agenten (z. B. hinsichtlich Anthropomorphisierung oder Gruppenzugehörigkeit)
  • Lernanwendungen zur Veränderung impliziter kognitiver Verzerrungen (z. B. Approach Bias, Racial Bias)
  • Embodiment und Perspektivenübernahme in der virtuellen Realität
  • Wirsamkeit von Gamificationelementen
  • kognitionspsychologische Methoden (z. B. "Who said what"-Paradigma, Approach Avoidance Task)
Seit 03/2021 Wissenschaftliche Mitarbeiterin an der Professur „Prädiktive Verhaltensanalyse“
seit 08/2020 Wissenschaftliche Mitarbeiterin an der Professur "Psychologie digitaler Lernmedien"
11/2015 - 01/2021 Wissenschaftliche Mitarbeiterin am Lehrstuhl für Wirtschaftsinformatik, Universität Siegen
2013 - 2015 Studium der Psychologie, Johannes Gutenberg-Universität Mainz, Master of Science.
2010 - 2013 Studium der Psychologie, FernUniversität in Hagen, Bachelor of Science.
     
  • Jahn, K. & Kordyaka, B. (2021). The Opportunities of Gamified Immersive Virtual Reality to Tackle the Gender Imbalance in the IT Workforce. WI 2021 Workshop: Above & Beyond Gamification, Duisburg-Essen, Virtual Conference.
     
  • Jahn, K., Rey, G. D., Rehren, O., Ohler, P., & Schneider, S. (2021). Emotional capabilities of conversational agents: A review. 12th Media Psychology Conference 2021 (MediaPsych 2021)
     
  • Rehren, O., Rey, G. D., Ohler, P., Jahn, K., & Schneider, S. (2021). Creating an anthropomorphism questionnaire – A multidimensional approach. 12th Media Psychology Conference 2021 (MediaPsych 2021).
     
  • Kordyaka, B., Klein, H., Jahn, K., Hribersek, S., Niehaves, B. (2020). A Matter of the Person or the Situation? Structuring Motivational Affordances of Gamification Elements. 4th International Conference for Gamification Research (GamiFIN 2020), Levi, Finland.
     
  • Jahn, K. (2019). Gamification elements in immersive virtual reality. Comparing the effectiveness of leaderboards and copresence for motivation. In Proceedings the 9th International Conference on Advanced Collaborative Networks, Systems and Applications (COLLA 2019) (pp. 8–11). Rome, Italy.
     
  • Jahn, K., Kordyaka, B., Machulska, A., Klucken, T., Eiler, T. J., Gruenewald, A., Klucken, T., Brueck, R., Gethmann, C. F, & Niehaves, B. (2019). Gamification effects of avatar group membership and avatar customisation in immersive virtual reality. ECIS 2019 Workshop: The what and how of user-centred gamification designs. Stockholm, Sweden.
     
  • Kordyaka, B., Krath, J., Laato, S., Park, S., Jahn, K., & Niehaves, B. (2022). Exploring the Dark Side of Multiplayer Online Games: The Relationship between contact experiences and sexism. AMCIS 2022 Proceedings. https://aisel.aisnet.org/amcis2022
     
  • Nissen, A.; Jahn, K. (2021). Between Anthropomorphism, Trust, and the Uncanny Valley: A Dual-Processing Perspective on Perceived Trustworthiness and Its Mediating Effects on Use Intentions of Social Robots. In: Proceedings of the 54th Hawaii International Conference on System Sciences (HICSS 2021). Maui, Hawaii .
     
  • Bock, A., España, S., Gulden, J., Jahn, K., Nweke, L. O., & Richter, A. (2021). The Ethics of Information Systems: The Present State of the Discussion and Avenues for Future Work. ECIS 2021 Research-in-Progress Papers, Marrakesch, Virtual Conference.
     
  • Jahn, K., Kempt, H., Eiler, T. J., Heger, O., Gruenewald, A., Mach, A., . . . Niehaves, B. (2020). More than ticking off a checklist? Towards an approach for quantifying the effectiveness of responsible innovation in the design process. In Workshop Ethik und Moral in der Wirtschaftsinformatik 2020. Potsdam, Germany.
     
  • Jahn, K., Kordyaka, B., Scholz, T., & Niehaves, B. (2020). Gamified helping? The impact of individualized and group-level cooperative evaluation on knowledge sharing. In Wirtschaftsinformatik 2020. Potsdam, Germany.
     
  • Kordyaka, B., Jahn, K., & Niehaves, B. (2020). Implicit learning in video games – Intergroup contact and multicultural competencies. In Wirtschaftsinformatik 2020. Potsdam, Germany.
     
  • Jahn, K. & Nissen, A. (2020). Towards Dual Processing of Social Robots: Differences in the Automatic and Reflective System. Proceedings of the 41st International Conference on Information Systems (ICIS 2020), Hyderabad, India.
     
  • Kordyaka, B., Jahn, K., Hribersek, S., & Klein, H. C. (2020). Two-faced users? Exploring motivational taxonomies of playful systems. In Proceedings of the 26th Americas Conference on Information Systems (AMCIS 2020). Virtual Conference.
     
  • Kordyaka, B., Kruse, B., Jahn, K., & Niehaves, B. (2020). Why am I watching? Capturing the interplay of social and technological aspects of online live streaming. In Proceedings of the 4th International Conference for Gamification Research (GamiFIN 2020). Virtual Conference.
     
  • Kordyaka, B., Laato, S., Jahn, K., & Hribersek, S. (2020). Designing community identification – a multi-method approach. European Conference on Information Systems. In Proceedings of the 28th European Conference on Information Systems (ECIS 2020). Virtual Conference.
     
  • Eiler, T., Grünewald, A., Machulska, A., Klucken, T., Jahn, K., Niehaves, B., & Brück, R. (2019). A preliminary evaluation of transferring the approach avoidance task into virtual reality. In 8th International Conference Information Technologies in Biomedicine. Kamien Slaski, Poland.
     
  • Jahn, K. & Kordyaka, B. (2019). The effects of robotic embodiment on intergroup bias: An experiment in immersive virtual reality. In ECIS 2019 Proceedings. Stockholm, Sweden.
     
  • Jahn, K., Kordyaka, B., Ressing, C., Roeding, K., & Niehaves, B. (2019). Designing self-presence in immersive virtual reality to improve cognitive performance - A research proposal. In Proceedings of the NeuroIS Retreat 2019. Vienna, Austria.
     
  • Jahn, K., Roeding, K., Weigel, A., & Niehaves, B. (2019). Individualized Design: The role of individual boundary preferences on technology acceptance and work-life conflict. In Proceedings of the 23th Pacific Asia Conference on Information Systems (PACIS 2016). Xi’an, China.
     
  • Kordyaka, B., Jahn, K., Müller, M., & Niehaves, B. (2019). The comparative self: Understanding the motivation to play and the subsequent video game use. In Digital Games Research Association (DIGRA 2019). Kyoto, Japan.
     
  • Kordyaka, B., Jahn, K., & Niehaves, Bjoern. (2019). Influencing prejudice: Different forms of intergroup contact and sexism in video games. In Proceedings of the 23th Pacific Asia Conference on Information Systems (PACIS 2016). Xi’an, China.
     
  • Kordyaka, B., Jahn, K., Scholz, T., & Niehaves, B. (2019). Insights into the eSports consumer: explaining consumer engagement from a dual systems perspective. In 2019 UCI Esports Conference (ESC). Irvine, USA.
     
  • Kordyaka, B., Klesel, M., & Jahn, K. (2019). Perpetrators in League of Legends: Scale development and validation of toxic behavior. In Proceedings of the 52nd Hawaii International Conference on System Sciences (HICSS-52). Hawaii, USA.
     
  • Röding, K., Jahn, K., & Niehaves, B. (2019). Better burning than burning out – A laboratory experiment on the impact of training work avoidance on psychological detachment and perceived strain. In Proceedings of the 25th American Conference on Information Systems (AMCIS). Cancun, Mexico.
     
  • Roeding, K., Jahn, K.,Weigel, A., & Niehaves, B. (2019). Individualized design: The role of individual boundary preferences on technology acceptance and work-life conflict. In Proceedings of the pacific asia conference on information systems 2019. xi’an, china. (p. 8). Xi’an, China.
     
  • Jahn, K., Kampling, H., Klein, H.-C., Kuru, Y., & Niehaves, B. (2018). Towards an explanatory design theory for context-dependent learning in immersive virtual reality. In Proceedings of the 22th Pacific Asia Conference on Information Systems (PACIS 2018). Yokohama, Japan.
     
  • Kordyaka, B., Jahn, K., & Niehaves, B. (2018). Purchase intentions in league of legends? The role of individual and cultural differences for explaning social identification. In Proceedings of the 11th International Conference on Game and Entertainment Technologies 2018 (GET 2018). Madrid, Spain.
     
  • Kordyaka, B., Mueller, M., Jahn, K., Heger, O., & Niehaves, B. (2018). Costumes in League of Legends - Replicating findings from Cyworld and Habbo. In Proceedings of the 24th Americas Conference on Information Systems (AMCIS 2018). New Orleans, USA.
     
  • Heger, O., Jahn, K., Mueller, M., & Niehaves, B. (2017). Making use of facebook comments for upstream engagement: A systematic approach. In Proceedings of CEPE/ETHICOMP 2017. Turin, Italy.
     
  • Jahn, K., Heger, O., Kampling, H., Stanik, K., & Niehaves, B. (2017). Designing for knowledgebased familiarity, trust, and acceptance: The case of affective technology. In Proceedings of the 25th European Conference on Information Systems (ECIS 2017). Guimarães, Portugal.
     
  • Jahn, K., Kordyaka, B., Heger, O., Kampling, H., & Niehaves, B. (2017). Feedback, affect, and mediated communication: Towards an explanatory design theory. In Proceedings of the 12th International Conference (DESRIST 2017). Karlsruhe, Germany.
     
  • Jahn, K., Klesel, M., Lemmer, K., Weigel, A., & Niehaves, B. (2016). Individual boundary management: An empirical investigation on technology-related tactics. In Proceedings of the 20th Pacific Asia Conference on Information Systems (PACIS 2016). Chiayi, Taiwan.
     
  • Klesel, M., Jahn, K., & Niehaves, B. (2016). How to design information technology that facilitates detachment from work: An empirical investigation of work-discontinuance intention. In Proceedings of the 20th Pacific Asia Conference on Information Systems (PACIS 2016). Chiayi, Taiwan.
     
  • Jahn, K. (2022). Learning with gamified information systems [Doctoral Thesis]. https://dspace.ub.uni-siegen.de/handle/ubsi/2173
     
  • Schoebel, S., Janson, A., Jahn, K., Kordyaka, B., Turetken, O., Djafarova, N., . . . Leimeister, J. M. (2020). A research agenda for the Why, What, and How of gamification designs – Results on an ECIS 2019 Panel. Communications of the Association for Information Systems, 46.
     
  • Heger, O., Jahn, K., Lemmer, K., & Niehaves, B. (2017). E-Kompetenzen in der Verwaltung vermitteln. Innovative Verwaltung, (3/2017).
     
  • Becker, J., Greger, V., Heger, O., Jahn, K., Krcmar, H., Müller, H., . . . Zepic, R. (2016). E-Government-Kompetenz. Studie im Auftrag des IT-Planungsrats. Berlin, München, Münster, Siegen.
     
  • Niehaves, B., Klesel, M., Jahn, K., & Heger, O. (2016). IT-Consumerization – Fluch oder Segen für die Zukunft der öffentlichen Verwaltung? PublicGovernance – Zeitschrift für öffentliches Management (Herbst), 16–18.
     
  • Jahn, K., Oschinsky, F., Kordyaka, B., Machulska, A., Eiler, T. J., Gruenewald, A. Klucken, T., Brueck, R., Gethmann, C. F., & Niehaves, B. (2022). Design Elements in Immersive Virtual Reality: The Impact of Object Presence on Health-Related Outcomes.Internet Research, 32(7), 376–401.
     
  • Jahn, K., Kordyaka, B., Machulska, A., Eiler, T. J., Gruenewald, A., Klucken, T., . . . Niehaves, B. (2021). Individualized gamification elements: The impact of avatar and feedback design on reuse intention. Computers in Human Behavior, 119, 106702.
     
  • Machulska, A., Eiler, T. J., Kleinke, K., Grünewald, A., Brück, R., Jahn, K., Niehaves, B., & Klucken, T. (2021). Approach bias retraining through virtual reality in smokers willing to quit smoking: A randomized-controlled study. Behaviour Research and Therapy, 141, 103858.
     
  • Kordyaka, B., Jahn, K., & Niehaves, B. (2020). Diversify or not? Uncovering the effects of identification and media engagement on franchise loyalty in eSports. International Journal on Media Management, 22(1), 49–66.
     
  • Kordyaka, B., Jahn, K., & Niehaves, B. (2020). Towards a unified theory of toxic behavior in video games. Internet Research, 30(4), 1081–1102.
     
  • Machulska, A., Eiler, T. J., Grünewald, A., Brück, R., Jahn, K., Niehaves, B., . . . Klucken, T. (2020). Promoting smoking abstinence in smokers willing to quit smoking through Virtual Reality-Approach Bias Retraining. Trials, 21, 227.
     
  • Machulska, A., Kleinke, K., Eiler, T. J., Grünewald, A., Brück, R., Jahn, K., . . . Klucken, T. (2019). Retraining automatic action tendencies for smoking using mobile phone-based approachavoidance bias training: A study protocol for a randomized controlled study. Trials, 20, 720.

  • Trials
  • International Conference on Information Systems
  • Pacific Asia Conference on Information Systems
  • Internationale Tagung Wirtschaftsinformatik
  • Hawaii International Conference on System Sciences

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