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            <title>Uni Bamberg News</title>
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            <description>Latest news | Aktuelle Informationen</description>
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                <copyright>Uni Bamberg</copyright>
            
            
            <pubDate>Sun, 10 May 2026 22:29:05 +0200</pubDate>
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                        <pubDate>Tue, 05 May 2026 21:14:12 +0200</pubDate>
                        <title>Project ‘IMMUNOVERSE’ launched as part of the DFG CRC 1755</title>
                        <link>https://www.uni-bamberg.de/en/games/news/artikel/projekt-immunoverse-als-teil-des-dfg-sbf-1755-gestartet/</link>
                        <description>As part of the DFG Collaborative Research Centre 1755 CASCAID, innovative new therapeutic approaches are being developed to sustainably halt chronic inflammatory diseases such as rheumatoid arthritis, systemic lupus erythematosus, and inflammatory bowel diseases. Building on these therapeutic advances, we are developing medical serious games that aim to enhance patients’ understanding of chronic inflammatory diseases and novel treatment options, while also making cutting-edge research more accessible to society.</description>
                        <content:encoded><![CDATA[<p>Understanding complex medical concepts is often a major challenge. We believe that games can foster a better understanding of chronic diseases and emerging treatment options among patients and society at large.</p>
<p>Today, we are delighted and proud to announce that, as part of the recently funded DFG Collaborative Research Centre CASCAID, we are now able to conduct an in-depth exploration of the potential of digital games in patient and science communication.</p>
<p>Building on the latest research conducted by our colleagues at Universitätsklinikum Erlangen and FAU Erlangen-Nürnberg, we are developing serious games that aim to enhance patients’ understanding of autoimmune diseases such as rheumatoid arthritis, systemic lupus erythematosus, and inflammatory bowel diseases, as well as innovative therapeutic approaches.</p>
<p>For us, these games are not only an innovative means of science communication but also serve as objects of scientific inquiry. In particular, we will examine the learning effects of such game-based formats and their potential influence on behavior, motivation, and decision-making. Furthermore, we will explore how the “Metaverse” can be leveraged for participatory science communication through the development of a virtual IMMUNOVERSE.</p>
<p>We very much look forward to the collaboration and the insights it will bring.</p>
<p>More information:&nbsp;<br /><a href="https://www.uni-bamberg.de/games/forschung/dfg-sfb-1755-cascaid-seriousgames-und-immunoverse/" target="_blank">https://www.uni-bamberg.de/games/forschung/dfg-sfb-1755-cascaid-seriousgames-und-immunoverse/</a>&nbsp;<br /><a href="https://www.medizin3.uk-erlangen.de/forschung/arbeitgruppen/ag-s-jeleazcov/" target="_blank" rel="noreferrer">https://www.medizin3.uk-erlangen.de/forschung/arbeitgruppen/ag-s-jeleazcov/</a>&nbsp;</p>]]></content:encoded>
                        
                        
                            
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                        <pubDate>Tue, 24 Mar 2026 08:39:00 +0100</pubDate>
                        <title>Try our exergame and take part in our research study!</title>
                        <link>https://www.uni-bamberg.de/en/games/news/artikel/exergame-research-study/</link>
                        <description>On March 25th, TV Oberfranken feature our new OASIS Lab in their university magazine 4you. We warmly invite anyone who is interested in trying out our exergame to participate in our study. You can register in advance using our form here.</description>
                        <content:encoded><![CDATA[<p>In the TVO report aired on March 25, 2026, you were able to get your first exciting glimpse of our new OASIS Lab. You may also recall that we are currently working on a new exergame—an interactive game designed to motivate people to be more active in a fun way. Our goal is to use this game for our research to find out which factors lead to greater enjoyment of physical activity in the long term.</p>
<p>Would you like to be part of this exciting research and try out our exergame for yourself? You can now sign up to participate with no obligation. As soon as we begin the study and all preparations are complete, we’ll be happy to contact you to schedule a suitable appointment.</p>
<p>Join us and support our work. We look forward to your participation!</p>
<p><a href="/en/games/news/form/" class="button button-t2">To the registration form</a></p>]]></content:encoded>
                        
                        
                            
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                        <pubDate>Tue, 24 Mar 2026 01:32:00 +0100</pubDate>
                        <title>New journal article on gamification in team sports</title>
                        <link>https://www.uni-bamberg.de/en/games/news/artikel/neue-journalpublikation-zu-gamification-im-teamsport/</link>
                        <description>A study examining the use of social gamification in soccer.</description>
                        <content:encoded><![CDATA[<p>How can gamification do more than just create fun—namely, foster a genuine sense of team spirit? <strong>Sandra Birnstiel, Burkhard Dümler, and Benedikt Morschheuser</strong> explore precisely this question in their new paper. In two field studies, they demonstrate how playful elements can be strategically incorporated into team sports to strengthen social bonds in a lasting way.</p>
<p>In collaboration with Adidas, innovative features were developed that deliberately focus on team dynamics and cooperation, including a charming mascot that accompanies the players on their shared journey. The approaches were tested directly in a real-world setting: with soccer teams from the region. Curious to see what the results were? Then it’s worth taking a look at the paper!</p>
<p>&nbsp;</p>
<p>More information about the published paper:</p>
<h2>Social Gamification to Bond Sports Teams: The Effects of Cooperative and Cooperative-Competitive Designs</h2>
<p><strong>Authors: </strong>Sandra Birnstiel, Burkhard Dümler und Benedikt Morschheuser</p>
<p><strong>Abstract: </strong>Gamification is widely used in sports to enhance individual performance. In team sports, however, where social interaction and collective success matter, the use of game mechanics to encourage team interaction–known as social gamification–remains underexplored, despite its potential to foster collaboration and cohesion. This study examines how social gamification supports group dynamics, i.e., cohesion, social identity, and enjoyment in team sports, while addressing challenges like social loafing. Therefore, we developed a gamification app for soccer teams with two designs: First, a cooperative setting with team challenges and a virtual mascot; Second, a cooperative-competitive design adding a leaderboard for intra-team competition. These were tested in two four-week field experiments involving 119 participants. Results reveal that cooperative gamification fosters enjoyment, social identity, and aspects of cohesion, while intra-team competition does not harm group dynamics and actually promotes enjoyment. These findings highlight the effectiveness of social gamification and inform practical design strategies.</p>
<p>Available in the journal ACM Games: Research and Practice (<a href="https://doi.org/10.1145/3803415" target=" https://doi.org/10.1145/3803415" rel="noreferrer">https://doi.org/10.1145/3803415</a>) and on <a href="https://www.researchgate.net/publication/403109348_Social_Gamification_to_Bond_Sports_Teams_The_Effects_of_Cooperative_and_Cooperative-Competitive_Designs" target="_blank" rel="noreferrer">Research Gate</a></p>]]></content:encoded>
                        
                        
                            
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                        <guid isPermaLink="false">news-30958</guid>
                        <pubDate>Thu, 29 Jan 2026 09:50:38 +0100</pubDate>
                        <title>Interview on tagesschau.de on the gamification of cultural consumption</title>
                        <link>https://www.uni-bamberg.de/en/games/news/artikel/interview-auf-tagesschaude-zu-gamification-des-kulturkonsums/</link>
                        <description></description>
                        <content:encoded><![CDATA[<p>Self-tracking features and gamification have long been established in fitness apps and educational applications, as they help users set goals and motivate them to achieve these goals. In contrast, self-tracking in the context of consuming books or films is still relatively new. Nevertheless, there is a growing number of online platforms that enable users to track and optimize their own behavior.</p>
<p>Hannah Rau from WDR has written an article on this topic for tagesschau.de. We are very pleased that we were able to contribute to this discussion through an interview.</p>
<p>The article can be read here: <a href="https://www.tagesschau.de/inland/gesellschaft/hobby-tracking-apps-100.html" target="_blank" rel="noreferrer">https://www.tagesschau.de/inland/gesellschaft/hobby-tracking-apps-100.html</a>. The page also includes a radio segment.</p>]]></content:encoded>
                        
                        
                            
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                        <guid isPermaLink="false">news-30779</guid>
                        <pubDate>Sat, 27 Dec 2025 13:13:43 +0100</pubDate>
                        <title>📣 We’re hiring! 👾🎓</title>
                        <link>https://www.uni-bamberg.de/en/games/news/artikel/wir-stellen-ein/</link>
                        <description>Doctoral Researcher (m/f/d) «Games in Science Communication»</description>
                        <content:encoded><![CDATA[<article data-turn-id="9c0a7b53-7bba-4619-9b5b-0f9082e10474" data-testid="conversation-turn-2" data-scroll-anchor="true" data-turn="assistant"><div><div><div><div data-message-author-role="assistant" data-message-id="8e0fb7c1-bee5-4290-80a1-592be0a566ae" data-message-model-slug="gpt-5-2"><div><div><p>We are looking for a <strong data-start="112" data-end="184">Doctoral Researcher (PhD candidate) “Games in Science Communication”</strong> to develop and investigate digital games for use in science and patient communication.<br /><br /><span style="-webkit-text-stroke-width:0px;background-color:rgb(255, 255, 255);caret-color:rgba(0, 0, 0, 0.9);color:rgba(0, 0, 0, 0.9);display:inline !important;float:none;font-family:-apple-system, system-ui, BlinkMacSystemFont, &quot;Segoe UI&quot;, Roboto, &quot;Helvetica Neue&quot;, &quot;Fira Sans&quot;, Ubuntu, Oxygen, &quot;Oxygen Sans&quot;, Cantarell, &quot;Droid Sans&quot;, &quot;Apple Color Emoji&quot;, &quot;Segoe UI Emoji&quot;, &quot;Segoe UI Emoji&quot;, &quot;Segoe UI Symbol&quot;, &quot;Lucida Grande&quot;, Helvetica, Arial, sans-serif;font-size:14px;font-style:normal;font-variant-caps:normal;font-weight:400;letter-spacing:normal;orphans:auto;text-align:start;text-decoration:none;text-indent:0px;text-transform:none;white-space:normal;widows:auto;word-spacing:0px;">Your mission: As part of the DFG Collaborative Research Center (SFB) 1755 CASCAID, co-create the “Immunoverse” – a metaverse for immunology research and science communication. You’ll design and develop&nbsp;interactive multiplayer games&nbsp;on gaming platforms like&nbsp;Roblox&nbsp;that vividly explain the latest immunology research, and&nbsp;study how these games shape understanding of autoimmune diseases and attitudes toward novel therapeutic approaches.</span></p>
<p>We look forward to receiving your application!</p>
<p>Job posting: <a href="/en/games/open-positions/">https://www.uni-bamberg.de/en/games/open-positions/</a>&nbsp;</p></div></div></div></div></div></div></article>]]></content:encoded>
                        
                        
                            
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                        <pubDate>Wed, 22 Oct 2025 14:19:00 +0200</pubDate>
                        <title>Our Research about In-Car Gaming at the CHI PLAY 2025 in Pittsburgh</title>
                        <link>https://www.uni-bamberg.de/en/games/news/artikel/unsere-forschung-auf-der-wi-2025-in-muenster-1/</link>
                        <description>This year, our research group had the opportunity to present a paper at CHI PLAY 2025 in Pittsburgh.</description>
                        <content:encoded><![CDATA[<p>This year, our research group was represented at the international conference <strong>CHI PLAY 2025</strong> in Pittsburgh – one of the leading academic venues in the field of playful human-computer interaction.</p>
<p>The paper by <strong>Johanna Eiting, Jonathan Stief, and Benedikt Morschheuser</strong> presents a scoping review of the emerging research field of in-car gaming. As gaming becomes an increasingly integrated part of everyday life, it’s also gaining relevance as an in-car experience. Despite growing interest, there has been a lack of structured overview of the main research areas and characteristics of this phenomenon. With our paper, we aim to provide exactly that.</p>
<p>We were excited to share our work at CHI PLAY and contribute to the international conversation about the many spaces in which play can happen.</p>
<p>But it wasn’t just the research and presentation that made the conference special – the event itself was a real highlight.<br />CHI PLAY thrives on its playful atmosphere: there were countless exciting game prototypes to try out, creative workshops, inspiring keynotes, and plenty of opportunities to connect with researchers from around the world. Between deep discussions, friendly competitions, and testing out new games together, the vibe was open, curious, and genuinely enjoyable.</p>
<p>&nbsp;</p>
<p>More infos on the paper:</p>
<h2>In-Car Gaming: A Scoping Review and Future Agenda</h2>
<p><strong>Authors:</strong> Johanna Eiting, Jonathan Stief, Benedikt Morschheuser</p>
<p><strong>Abstract: </strong>While gaming increasingly permeates many facets of our daily lives, it is also gaining relevance as an in-car experience. However, despite the growing interest in in-car gaming within both research and practice, we lack a structured understanding of the phenomenon’s main research fields and prevailing characteristics. Thus, this paper presents the findings of a scoping review of 42 relevant papers on gaming in cars. We identified f ive emerging research substreams: in-car game prototypes, gaming during automated driving, theoretical considerations for in-car gaming, effects of gaming while driving, and technology enabling in-car gaming. Furthermore, we provide an overview of the research’s major characteristics about the game, gaming device, vehicle, and user. We reflect on trends recognized in our review, discuss contradictory results, for instance, regarding safety, and question whether a unique in-car gaming experience may exist. We propose research questions based on identified trends and gaps to guide future HCI research in this field.</p>
<p>Find the paper here: <a href="https://dl.acm.org/doi/10.1145/3748602" target="_blank" rel="noreferrer">In-Car Gaming: A Scoping Review and Future Agenda | Proceedings of the ACM on Human-Computer Interaction</a></p>]]></content:encoded>
                        
                        
                            
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                        <pubDate>Fri, 10 Oct 2025 09:40:00 +0200</pubDate>
                        <title>Game Designer Luis Enrique from Mexico Visiting</title>
                        <link>https://www.uni-bamberg.de/en/games/news/artikel/game-designer-aus-mexico-zu-besuch/</link>
                        <description>We are very pleased to welcome Luis Enrique Martínez Torres, a game designer from Mexico, for a two-month research stay at our university in Bamberg. Welcome, Enrique!</description>
                        <content:encoded><![CDATA[<p>During his stay, he is working on the development of a serious game for children in schools in the Salinas de Hidalgo region in the state of San Luis Potosí, designed to playfully teach concepts of sustainability and sustainable behavior.</p>
<p>His work builds on our ongoing research on the use of gamification to foster sustainable behavior and brings a valuable new international perspective to this topic.</p>
<p>We truly appreciate this meaningful cross-cultural exchange, as it provides fresh perspectives on global challenges and strengthens collaboration across cultures and disciplines.</p>]]></content:encoded>
                        
                        
                            
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                        <pubDate>Fri, 19 Sep 2025 14:19:31 +0200</pubDate>
                        <title>Our Research at WI 2025 in Münster</title>
                        <link>https://www.uni-bamberg.de/en/games/news/artikel/unsere-forschung-auf-der-wi-2025-in-muenster/</link>
                        <description>Our research group was also represented with a paper at this year’s International Conference on Wirtschaftsinformatik (WI) in Münster.</description>
                        <content:encoded><![CDATA[<p>In the paper by <strong>Julia Pham</strong>, <strong>Sandra Birnstiel</strong>, and <strong>Benedikt Morschheuser</strong>, a design science research study investigates how AR glasses should be designed for endurance sports in order to immerse athletes in the so-called <i>flow state</i>—the optimal state in which maximum concentration and peak performance are possible. The paper successfully passed the competitive review process and was ultimately presented in Münster.</p>
<p>We are particularly proud of the origin story of this publication: it stems from a project in our annual Metaverse seminar <i>“Understanding and Designing the Metaverse”</i>. After successfully completing the 2024/25 seminar, Julia further developed her research from the seminar paper, supported by coaching from Sandra and Benedikt, into a full paper, which was submitted to and accepted at WI. This example impressively demonstrates how a student seminar paper can evolve into high-quality scientific research.</p>
<p>In addition to presenting our paper, WI offered many opportunities for informal exchange—whether at Münster Castle, the zoo, or a legendary 1920s-themed party. We were able to (re)connect with numerous colleagues from all over Germany. We were especially delighted to reunite with our alumna, Jeanine Kirchner-Krath.</p>
<p>&nbsp;</p>
<p>&nbsp;</p>
<p>Further information on the paper:</p>
<h2>Exploring the Design of Augmented Reality for Fostering Flow in Running: A Design Science Study</h2>
<p><strong>Authors:</strong> Julia Pham, Sandra Birnstiel, Benedikt Morschheuser</p>
<p><strong>Abstract: </strong>Flow is an optimal state for athletes, such as runners, enabling peak performance. To achieve flow, three preconditions must be met: clear goals, challenge-skills balance, and unambiguous feedback. Augmented Reality (AR) sport glasses have the potential to foster flow by supporting these preconditions, yet designing effective AR interfaces for endurance running remains challenging due to the difficulty of (re)entering flow and the dynamic outdoor environment. In a Design Science Research (DSR) study, we explored how AR interfaces should be designed to foster flow in running through two iterative design cycles. We develop and evaluate an AR artifact, gathering insights from nine user interviews conducted after field testing in both cycles. Based on these findings, we derive four design recommendations to enhance flow in endurance running through AR interfaces. With this, the study contributes design knowledge of AR-supported flow experiences in outdoor sports and offers novel practical guidance for designers.</p>
<p>Available on <a href="https://www.researchgate.net/publication/395349000_Exploring_the_Design_of_Augmented_Reality_for_Fostering_Flow_in_Running_A_Design_Science_Study" target="_blank" rel="noreferrer">ResearchGate</a></p>]]></content:encoded>
                        
                        
                            
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                        <guid isPermaLink="false">news-29871</guid>
                        <pubDate>Thu, 21 Aug 2025 10:41:17 +0200</pubDate>
                        <title>Gamification Research Group at AMCIS 2025 in Montreal</title>
                        <link>https://www.uni-bamberg.de/en/games/news/artikel/paper-praesentation-auf-der-amcis-2026/</link>
                        <description>This year, our research group had the opportunity to present a collaborative study at the America&#039;s Conference on Information Systems (AMCIS 2025) in Montreal, Canada.</description>
                        <content:encoded><![CDATA[<p>The paper by <strong>Sandra Birnstiel, Runjie Xie, Johanna Eiting, and Benedikt Morschheuser </strong>addressed the question of how digital games on popular gaming platforms like Roblox can help prepare people for natural disasters. With this exciting topic, it successfully made it through the competitive review process, was included in the proceedings, and was finally presented on site.</p>
<p>But it wasn't just researching and publishing on this topic that we enjoyed; attending the conference itself was also a real highlight. In addition to exciting presentations and workshops such as the Paper-a-Thon and inspiring roundtables, Sandra and Runjie had the opportunity to network with other researchers and doctoral students from around the world. Montreal also provided the perfect setting: a hike with breathtaking views in the city park, delicious croissants, donuts – and of course poutine!</p>
<p><strong data-start="1194" data-end="1253">À bientôt – until (hopefully) the next AMCIS!</strong></p>
<p>&nbsp;</p>
<p>Further information on the published paper:</p>
<h2>Crisis Preparedness Through Casual Gaming? - A Self-Efficacy Perspective</h2>
<p><strong>Authors: </strong>Sandra Birnstiel, Runjie Xie, Johanna Eiting und Benedikt Morschheuser</p>
<p><strong>Abstract: </strong>Natural disasters pose a recurring global challenge, yet sustainable preparedness remains challenging. However, there is one context in which individuals often voluntarily engage with natural disasters: casual games. While serious games can effectively enhance self-efficacy – a key predictor of disaster preparedness – casual games are generally not designed for this purpose. To explore how casual games may support self-efficacy development, this study examines how natural disaster-themed casual games incorporate features associated with self-efficacy. Through a systematic search and analysis, we examine and map how game design features may afford relevant sources of self-efficacy. Our findings suggest that current implementations offer ample opportunities for mastery and vicarious experiences, while other sources of self-efficacy are less frequently addressed. Our research provides a first systematic overview of self-efficacy-related game design features in disaster-themed casual games and offers a foundation for future research on the potential of such games to support crisis preparedness.</p>
<p>Available in the <a href="https://aisel.aisnet.org/amcis2025/intelfuture/intelfuture/14" target="_blank" rel="noreferrer">AISeLibrary</a> and on <a href="https://www.researchgate.net/publication/393901629_Crisis_Preparedness_Through_Casual_Gaming_-_A_Self-Efficacy_Perspective" target="_blank" rel="noreferrer">ResearchGate</a></p>]]></content:encoded>
                        
                        
                            
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                        <pubDate>Fri, 25 Jul 2025 10:10:44 +0200</pubDate>
                        <title>PRiME is back at JOSEPHS: Experience Data Privacy in the Metaverse</title>
                        <link>https://www.uni-bamberg.de/en/games/news/artikel/prime-zurueck-im-josephs-datenschutz-im-metaversum-erleben/</link>
                        <description>The research project PRiME: Privacy in the Metaverse enters the next phase!</description>
                        <content:encoded><![CDATA[<p>After a successful launch, visitors now have the opportunity to once again dive into a virtual art gallery over two weekends and help shape the digital world of tomorrow:</p>
<p>📅 <strong data-start="269" data-end="296">July 26/27 &amp; August 2/3</strong><br />🕛 <strong data-start="302" data-end="332">Each day from 12 to 5 p.m.</strong><br />📍 <strong data-start="338" data-end="376">JOSEPHS | Augustinerhof, Nuremberg</strong></p>
<p>In about 25 minutes, you'll experience the metaverse up close and contribute to exploring important questions around data protection, personal rights, and digital autonomy in virtual reality. The interactive exhibition with an experimental component is organized by the universities of Bamberg, Göttingen, and Bonn, along with ConPolicy GmbH, and is funded by the <strong>Federal Ministry of Research, Technology and Space</strong>.</p>
<p><strong data-start="769" data-end="803">Recommended for ages 16 and up</strong> just drop by and be part of the research!<br /><strong data-start="850" data-end="903" data-is-last-node="">The metaverse is waiting right here at JOSEPHS.</strong></p>]]></content:encoded>
                        
                        
                            
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