Currently browsing items categorized as 'Research' . . .


The Gamification User Types Hexad Scale

The Gamification User Types Hexad Scale

Written by Gustavo Tondello. Infographics by Marim Ganaba. Several studies have indicated the need for personalising gamified systems to users’ personalities. However, mapping user personality onto design elements is difficult. To address this problem, Marczewski developed the Gamification User Types Hexad framework, based on research on human motivation, player types, and practical design experience . . . (Read More)
What is Gamification anyway?

What is Gamification anyway?

You may have heard of word Gamification. It’s as much a buzzword as it is a new academic field. Many people are interested in what it is and how to use it effectively, but don’t know why it works. It’s clear why, since games excite us by driving our curiosity to discover something new. They make us feel accomplished when we overcome a difficult challenge or reach personal objectives . . . (Read More)

Biosignal Datasets for Emotion Recognition

Written by Mike Schaekermann. At the HCI Games Group, we love looking at emotion as a core driver of gameplay experience. One common technique used to find out how players experience a game prototype and what affective responses in-game interaction triggers, is to ask players how they feel after playing the game . . . (Read More)
Gamification of Physical Activity: Spirit50

Gamification of Physical Activity: Spirit50

Written by Dennis L. Kappen and Lennart E. Nacke HCI Games Group collaborated with Erin Billowits, founder and owner of Vintage Fitness, a Toronto based health and wellness company catering to the fitness training needs of adults of age 50 years and older. Vintage Fitness aimed to engage older adults in daily exercise routines by catering to the specialized needs of  the demographic and tailoring fitness routines based on health conditions of older adults . . . (Read More)
IEEE GEM 2014

IEEE GEM 2014

This year, the IEEE Consumer Electronics Society launched the Games, Entertainment, and Media (GEM) conference series, following the success of the previous International Games Innovation Conferences. Uniting the worlds of research and industry expertise, the conference serves as a platform for examining the current state of the art in game development and user research . . . (Read More)