Games User Research
People
Lead
Participants
Publications
Development and validation of the player experience inventory: A scale to measure player experiences at the level of functional and psychosocial consequences
HexArcade: Predicting Hexad User Types By Using Gameful Applications
Validation of User Preferences and Effects of Personalized Gamification on Task Performance
Biologically-Inspired Gameplay: Movement Algorithms for Artificially Intelligent (AI) Non-Player Characters (NPC)
Crushed it!: Interactive Floor Demonstration
Defining Gameful Experience as a Psychological State Caused by Gameplay: Replacing the Term ‘Gamefulness’ with Three Distinct Constructs
Dynamic Personalization of Gameful Interactive Systems
Empirical Validation of the Gamification User Types Hexad Scale in English and Spanish
Gameful Design Heuristics: A Gamification Inspection Tool
Older Adults’ Physical Activity and Exergames: A Systematic Review
Player Characteristics and Video Game Preferences
User Experience (UX) Research in Games
“I don't fit into a single type”: A Trait Model and Scale of Game Playing Preferences
Exploring the Role of Non-Player Characters and Gender in Player Identification
Games User Research
Games User Research Methods
Gamification: Tools and Techniques for Motivating Users
Introduction to biometric measures for Games User Research
Investigating the Impact of Annotation Interfaces on Player Performance in Distributed Multiplayer Games
KickAR: Exploring Game Balancing Through Boosts and Handicaps in Augmented Reality Table Football
Toward Understanding the Effects of Cognitive Styles on Collaboration in Multiplayer Games
Towards Customizing Gameful Systems by Gameful Design Elements
Towards a Trait Model of Video Game Preferences
Towards the Visual Design of Non-Player Characters for Narrative Roles
Vanishing Importance: Studying Immersive Effects of Game Audio Perception on Player Experiences in Virtual Reality
A Framework and Taxonomy of Videogame Playing Preferences
Adaptive engagement of older adults’ fitness through gamification
Applying Gameful Design Heuristics
Curiously Motivated: Profiling Curiosity with Self-Reports and Behaviour Metrics in the Game “Destiny”
Elements of Gameful Design Emerging from User Preferences
Exploring the Potential of Game Audio for Wellbeing
From Joysticks to Pokémon Go: Games and Play Research in SIGCHI
Left Them 4 Dead: Perception of Humans versus Non-Player Character Teammates in Cooperative Gameplay
Positive Gaming: Workshop on Gamification and Games for Wellbeing
Testing Incremental Difficulty Design in Platformer Games
The Impact of Health-Related User Interface Sounds on Player Experience
Towards Personality-driven Persuasive Health Games and Gamified Systems
Games User Research (GUR) for Indie Studios
Investigating the Impact of Cooperative Communication Mechanics on Player Performance in Portal 2
Lightweight Games User Research for Indies and Non-Profit Organizations
The Gamification User Types Hexad Scale
“The Collecting Itself Feels Good”: Towards Collection Interfaces for Digital Game Objects
All about that Base: Differing Player Experiences in Video Game Genres and the Unique Case of MOBA Games
Data Synchronization in Games User Research
Games User Research and Physiological Game Evaluation
Personalization in Serious and Persuasive Games and Gamified Interactions
Toward Understanding Why Players Value In-Game Collections
Towards Understanding the Importance of Co-Located Gameplay
Understanding Player Attitudes Towards Digital Game Objects
Validating Test Chambers to Study Cooperative Communication Mechanics in Portal 2
BrainHex: A Neurobiological Gamer Typology Survey
Developing Iconic and Semi-Iconic Game Controllers
Engaged by Boos and Cheers: The Effect of Co-Located Game Audiences on Social Player Experience
Fuzzy Affective Player Models: A Physiology-Based Hierarchical Clustering Method
Games and Entertainment Community SIG: Reaching Beyond CHI
Introducing the Biometric Storyboards Tool for Games User Research
Player Experience: Mixed Methods and Reporting Results
Social Player Analytics in a Facebook Health Game
The Edge of Glory: The Relationship Between Metacritic Scores and Player Experience
Understanding Expectations with Multiple Controllers in an Augmented Reality Videogame
Unified Visualization of Quantitative and Qualitative Playtesting Data
A Hybrid Approach at Emotional State Detection: Merging Theoretical Models of Emotion with Data-Driven Statistical Classifiers
A Regression-Based Method for Lightweight Emotional State Detection in Interactive Environments
An Introduction to EEG Analysis Techniques and Brain-Computer Interfaces for Games User Researchers
An Introduction to Physiological Player Metrics for Evaluating Games
Assessing User Preference of Video Game Controller Button Settings
Contextual Influences on Mobile Player Experience--A Game User Experience Model
Designing and Evaluating Sociability in Online Video Games
EEG-Based Assessment of Video and In-Game Learning
Exploring Social Interaction in Co-Located Multiplayer Games
Games User Research: Practice, Methods, and Applications
Guided Emotional State Regulation: Understanding and Shaping Players' Affective Experiences in Digital Games
How Does It Play Better? Exploring User Testing and Biometric Storyboards in Games User Research
The Effect of Sound on Visual Fidelity Perception in Stereoscopic 3-D
The Kaleidoscope of Effective Gamification: Deconstructing Gamification in Business Applications
"I'm Just Here to Play Games": Social Dynamics and Sociality in an Online Game Site
Analysing Social Metrics in an Online Game Site
Biometric Storyboards: Visualising Game User Research Data
Feedback-Based Gameplay Metrics: Measuring Player Experience via Automatic Visual Analysis
Flow in Games: Proposing a Flow Experience Model
Full-Body Motion-Based Game Interaction for Older Adults
Game User Research
Mixed Reality Games
Motion-Based Game Design for Older Adults
Accessible Games SIG
Biofeedback Game Design: Using Direct and Indirect Physiological Control to Enhance Game Interaction
BrainHex: Preliminary Results from a Neurobiological Gamer Typology Survey
Calibration Games : Making Calibration Tasks Enjoyable by Adding Motivating Game Elements
Developing a Triangulation System for Digital Game Events, Observational Video, and Psychophysiological Data to Study Emotional Responses to a Virtual Character
Directions in Physiological Game Evaluation and Interaction
From Game Design Elements to Gamefulness: Defining "Gamification"
Gamification: Toward a Definition
Gamification: Using Game Design Elements in Non-Gaming Contexts
Influencing Experience: The Effects of Reading Game Reviews on Player Experience
Player Typology in Theory and Practice
Player-Game Interaction Through Affective Sound
The Impact of Negative Game Reviews and User Comments on Player Experience
Towards a Framework of Player Experience Research
BioS-Play: Workshop on Multiuser and Social Biosignal Adaptive Games and Playful Applications
Brain, Body and Bytes: Psychophysiological User Interaction
Bringing Digital Games to User Research and User Experience
Correlation Between Heart Rate, Electrodermal Activity and Player Experience in First-Person Shooter Games
Critic-Proofing: Robust Validation Through Data-Mining
Designing Affective Games with Physiological Input
Electroencephalographic Assessment of Player Experience: A Pilot Study in Affective Ludology
Gameplay Experience Testing with Playability and Usability Surveys-An Experimental Pilot Study
Methods for Evaluating Gameplay Experience in a Serious Gaming Context
More Than a Feeling: Measurement of Sonic User Experience and Psychophysiology in a First-Person Shooter Game
Playability and Player Experience of Casual Games
The Neurobiology of Play
Wiimote vs. Controller: Electroencephalographic Measurement of Affective Gameplay Interaction
Affective Ludology, Flow and Immersion in a First-Person Shooter: Measurement of Player Experience
Affective Ludology: Scientific Measurement of User Experience in Interactive Entertainment
Brain Training for Silver Gamers: Effects of Age and Game Form on Effectiveness, Efficiency, Self-Assessment, and Gameplay Experience.
From Playability to a Hierarchical Game Usability Model
Game Experience: Components and Methods of Measurement
Gameplay Experience in a Gaze Interaction Game
Playability and Player Experience Research
Trends and Techniques in Visual Gaze Analysis
The Canadian computer game industry is the third largest in the world, behind the USA and Japan. The sector contributes $2.3 billion annually to Canada's GDP, it employs 16,500 people, and the demand for skilled talent in creative and technical roles is increasing. An essential area of the games industry is games user research (GUR). GUR focuses on understanding, measuring, analyzing, and designing the user experience in games. GUR draws from theoretical foundations to inform design principles that affect player enjoyment and immersion, and applies evaluation methods, data analytics, statistical analysis, predictive modeling, and visualization to assess player engagement. GUR aims to improve the gameplay experience by conducting usability and user experience (UX) evaluation often referred to as playtesting. Playtesting can be conducted by third parties or by an internal team as part of the same development studio. The HCI Games Group includes the leading researchers in this promising new field in the recent years, having helped define and advance the field. Not all independent developers could afford to hire a full-time internal user research team for their project or pay for third party consultancy fees. The challenge for small studios is to utilize the benefits of GUR while maintaining a strict budget, avoiding unneeded costs, resources, and tools. For this, an effective testing method at the lowest possible cost will need to be investigated. With this goal in mind, an effective user testing approach for indie studios should be delivered in a timely, accessible and, economical fashion. Thus the collaboration with XL to explore effective playtesting methods and tools specifically targeted at improving independent sized games.
Vero Vanden Abeele, Katta Spiel, Lennart Nacke, Daniel Johnson, and Kathrin Gerling. 2020. Development and validation of the player experience inventory: A scale to measure player experiences at the level of functional and psychosocial consequences. .
Maximilian Altmeyer , Gustavo Fortes Tondello, Antonio Krüger, and Lennart Nacke. 2020. HexArcade: Predicting Hexad User Types By Using Gameful Applications. .
Gustavo Fortes Tondello and Lennart Nacke. 2020. Validation of User Preferences and Effects of Personalized Gamification on Task Performance. .
Rina Wehbe, Giovanni Ribeiro, Kenny Fung, Lennart Nacke, and Edward Lank. 2019. Biologically-Inspired Gameplay: Movement Algorithms for Artificially Intelligent (AI) Non-Player Characters (NPC). .
Rina Wehbe, Kai Bornemann, Benjamin Hatscher, Joseph Tu, Lisa Freiman Cormier, Christian Hansen, Edward Lank, and Lennart Nacke. 2019. Crushed it!: Interactive Floor Demonstration. .
Richard Landers, Gustavo Fortes Tondello, Dennis Kappen, Andrew Collmus, Elisa Mekler, and Lennart Nacke. 2019. Defining Gameful Experience as a Psychological State Caused by Gameplay: Replacing the Term ‘Gamefulness’ with Three Distinct Constructs. .
Gustavo Fortes Tondello. 2019. Dynamic Personalization of Gameful Interactive Systems. .
Gustavo Fortes Tondello, Alberto Mora, Andrzej Marczewski, and Lennart Nacke. 2019. Empirical Validation of the Gamification User Types Hexad Scale in English and Spanish. .
Gustavo Fortes Tondello, Dennis Kappen, Marim Ganaba, and Lennart Nacke. 2019. Gameful Design Heuristics: A Gamification Inspection Tool. .
Dennis Kappen, Pejman Mirza-Babaei, and Lennart Nacke. 2019. Older Adults’ Physical Activity and Exergames: A Systematic Review. .
Gustavo Fortes Tondello and Lennart Nacke. 2019. Player Characteristics and Video Game Preferences. .
Lennart Nacke, Pejman Mirza-Babaei, and Anders Drachen. 2019. User Experience (UX) Research in Games. .
Gustavo Fortes Tondello, Karina Arrambide, Giovanni Ribeiro, Andrew Cen, and Lennart Nacke. 2019. “I don't fit into a single type”: A Trait Model and Scale of Game Playing Preferences. .
Katja Rogers, Maria Aufheimer, Michael Weber, and Lennart Nacke. 2018. Exploring the Role of Non-Player Characters and Gender in Player Identification. .
Anders Drachen, Pejman Mirza-Babaei, and Lennart Nacke (Eds). 2018. Games User Research. .
Pejman Mirza-Babaei, Lennart Nacke, and Anders Drachen. 2018. Games User Research Methods. .
Gustavo Fortes Tondello and Lennart Nacke. 2018. Gamification: Tools and Techniques for Motivating Users. .
Lennart Nacke. 2018. Introduction to biometric measures for Games User Research. .
Sultan Alharthi, Ruth Castillo, Ahmed Khalaf, Zachary Toups, Igor Dolgov, and Lennart Nacke. 2018. Investigating the Impact of Annotation Interfaces on Player Performance in Distributed Multiplayer Games. .
Katja Rogers, Mark Colley, David Lehr, Julian Frommel, Marcel Walch, Lennart Nacke, and Michael Weber. 2018. KickAR: Exploring Game Balancing Through Boosts and Handicaps in Augmented Reality Table Football. .
Sultan Alharthi, George Raptis, Christina Katsini, Igor Dolgov, Lennart Nacke, and Zachary Toups. 2018. Toward Understanding the Effects of Cognitive Styles on Collaboration in Multiplayer Games. .
Gustavo Fortes Tondello and Lennart Nacke. 2018. Towards Customizing Gameful Systems by Gameful Design Elements. .
Gustavo Fortes Tondello, Deltcho Valtchanov, Adrian Reetz, Rina Wehbe, Rita Orji, and Lennart Nacke. 2018. Towards a Trait Model of Video Game Preferences. .
Katja Rogers, Maria Aufheimer, Michael Weber, and Lennart Nacke. 2018. Towards the Visual Design of Non-Player Characters for Narrative Roles. .
Katja Rogers, Giovanni Ribeiro, Rina Wehbe, Michael Weber, and Lennart Nacke. 2018. Vanishing Importance: Studying Immersive Effects of Game Audio Perception on Player Experiences in Virtual Reality. .
Gustavo Fortes Tondello, Rina Wehbe, Rita Orji, Giovanni Ribeiro, and Lennart Nacke. 2017. A Framework and Taxonomy of Videogame Playing Preferences. .
Dennis Kappen. 2017. Adaptive engagement of older adults’ fitness through gamification. .
Gustavo Fortes Tondello and Lennart Nacke. 2017. Applying Gameful Design Heuristics. .
Mike Schäkermann, Giovanni Ribeiro, Guenter Wallner, Simone Kriglstein, Daniel Johnson, Anders Drachen, Rafet Sifa, and Lennart Nacke. 2017. Curiously Motivated: Profiling Curiosity with Self-Reports and Behaviour Metrics in the Game “Destiny”. .
Gustavo Fortes Tondello, Alberto Mora, and Lennart Nacke. 2017. Elements of Gameful Design Emerging from User Preferences. .
Katja Rogers and Lennart Nacke. 2017. Exploring the Potential of Game Audio for Wellbeing. .
Lennart Nacke, Zachary Toups, and Daniel Johnson. 2017. From Joysticks to Pokémon Go: Games and Play Research in SIGCHI. .
Rina Wehbe, Edward Lank, and Lennart Nacke. 2017. Left Them 4 Dead: Perception of Humans versus Non-Player Character Teammates in Cooperative Gameplay. .
Gustavo Fortes Tondello, Rita Orji, Kellie Vella, Daniel Johnson, Marierose van Dooren, and Lennart Nacke. 2017. Positive Gaming: Workshop on Gamification and Games for Wellbeing. .
Rina Wehbe, Elisa Mekler, Mike Schäkermann, Edward Lank, and Lennart Nacke. 2017. Testing Incremental Difficulty Design in Platformer Games. .
James Robb, Tom Garner, Karen Collins, and Lennart Nacke. 2017. The Impact of Health-Related User Interface Sounds on Player Experience. .
Rita Orji, Lennart Nacke, and Chrysanne Di Marco. 2017. Towards Personality-driven Persuasive Health Games and Gamified Systems. .
Naeem Moosajee and Pejman Mirza-Babaei. 2016. Games User Research (GUR) for Indie Studios. .
Deepika Vaddi, Zachary Toups, Igor Dolgov, Rina Wehbe, and Lennart Nacke. 2016. Investigating the Impact of Cooperative Communication Mechanics on Player Performance in Portal 2. .
Lennart Nacke, Christiane Moser, Anders Drachen, Pejman Mirza-Babaei, Andrea Abney, and Zhu (Cole) Zhenyu. 2016. Lightweight Games User Research for Indies and Non-Profit Organizations. .
Gustavo Fortes Tondello, Rina Wehbe, Lisa Diamond, Marc Busch, Andrzej Marczewski, and Lennart Nacke. 2016. The Gamification User Types Hexad Scale. .
Zachary Toups, Nicole Crenshaw, Rina Wehbe, Gustavo Fortes Tondello, and Lennart Nacke. 2016. “The Collecting Itself Feels Good”: Towards Collection Interfaces for Digital Game Objects. .
Daniel Johnson, Lennart Nacke, and Peta Wyeth. 2015. All about that Base: Differing Player Experiences in Video Game Genres and the Unique Case of MOBA Games. .
Rina Wehbe and Lennart Nacke. 2015. Data Synchronization in Games User Research. .
Lennart Nacke. 2015. Games User Research and Physiological Game Evaluation. .
Marc Busch, Elke Mattheiss, Rita Orji, Andrzej Marczewski, Wolfgang Hochleitner, Michael Lankes, Lennart Nacke, and Manfred Tscheligi. 2015. Personalization in Serious and Persuasive Games and Gamified Interactions. .
Zachary Toups, Gustavo Fortes Tondello, Rina Wehbe, Lennart Nacke, and Nicole Crenshaw. 2015. Toward Understanding Why Players Value In-Game Collections. .
Rina Wehbe and Lennart Nacke. 2015. Towards Understanding the Importance of Co-Located Gameplay. .
Gustavo Fortes Tondello, Rina Wehbe, Zachary Toups, Lennart Nacke, and Nicole Crenshaw. 2015. Understanding Player Attitudes Towards Digital Game Objects. .
Deepika Vaddi, Rina Wehbe, Zachary Toups, Samantha Stahlke, Rylan Koroluk, and Lennart Nacke. 2015. Validating Test Chambers to Study Cooperative Communication Mechanics in Portal 2. .
Lennart Nacke, Chris Bateman, and Regan Mandryk. 2014. BrainHex: A Neurobiological Gamer Typology Survey. .
Lennart Nacke, João Costa, Dennis Kappen, James Robb, and Daniel Buckstein. 2014. Developing Iconic and Semi-Iconic Game Controllers. .
Dennis Kappen, Pejman Mirza-Babaei, Jens Johannsmeier, Daniel Buckstein, James Robb, and Lennart Nacke. 2014. Engaged by Boos and Cheers: The Effect of Co-Located Game Audiences on Social Player Experience. .
Pedro Nogueira, Rúben Aguiar, Rui Rodrigues, Eugénio Oliveira, and Lennart Nacke. 2014. Fuzzy Affective Player Models: A Physiology-Based Hierarchical Clustering Method. .
Lennart Nacke, Pejman Mirza-Babaei, Magy Seif El-Nasr, Heather Desurvire, and Regina Bernhaupt. 2014. Games and Entertainment Community SIG: Reaching Beyond CHI. .
Pejman Mirza-Babaei and Lennart Nacke. 2014. Introducing the Biometric Storyboards Tool for Games User Research. .
Veronica Zammitto, Pejman Mirza-Babaei, Ian Livingston, Marina Kobayashi, and Lennart Nacke. 2014. Player Experience: Mixed Methods and Reporting Results. .
Lennart Nacke, Matthias Klauser, and Paul Prescod. 2014. Social Player Analytics in a Facebook Health Game. .
Daniel Johnson, Christopher N. Watling, John Gardner, and Lennart Nacke. 2014. The Edge of Glory: The Relationship Between Metacritic Scores and Player Experience. .
Pejman Mirza-Babaei, Nathan Gale, João Costa, Lennart Nacke, and Daniel Johnson. 2014. Understanding Expectations with Multiple Controllers in an Augmented Reality Videogame. .
Pejman Mirza-Babaei, Günter Wallner, Graham McAllister, and Lennart Nacke. 2014. Unified Visualization of Quantitative and Qualitative Playtesting Data. .
Pedro Nogueira, Rui Rodrigues, Eugénio Oliveira, and Lennart Nacke. 2013. A Hybrid Approach at Emotional State Detection: Merging Theoretical Models of Emotion with Data-Driven Statistical Classifiers. .
Pedro Nogueira, Rui Rodrigues, Eugénio Oliveira, and Lennart Nacke. 2013. A Regression-Based Method for Lightweight Emotional State Detection in Interactive Environments. .
Rina Wehbe and Lennart Nacke. 2013. An Introduction to EEG Analysis Techniques and Brain-Computer Interfaces for Games User Researchers. .
Lennart Nacke. 2013. An Introduction to Physiological Player Metrics for Evaluating Games. .
William Ellick, Pejman Mirza-Babaei, Sharon Wood, Duncan Smith, and Lennart Nacke. 2013. Assessing User Preference of Video Game Controller Button Settings. .
Stephan Engl and Lennart Nacke. 2013. Contextual Influences on Mobile Player Experience--A Game User Experience Model. .
Georgios Christou, Effie Lai-Chong Law, David Geerts, Lennart Nacke, and Panayiotis Zaphiris. 2013. Designing and Evaluating Sociability in Online Video Games. .
Rina Wehbe, Dennis Kappen, David Rojas, Matthias Klauser, Bill Kapralos, and Lennart Nacke. 2013. EEG-Based Assessment of Video and In-Game Learning. .
Dennis Kappen, John Gregory, Daniel Stepchenko, Rina Wehbe, and Lennart Nacke. 2013. Exploring Social Interaction in Co-Located Multiplayer Games. .
Pejman Mirza-Babaei, Veronica Zammitto, Joerg Niesenhaus, Mirweis Sangin, and Lennart Nacke. 2013. Games User Research: Practice, Methods, and Applications. .
Pedro Nogueira, Rui Rodrigues, Eugénio Oliveira, and Lennart Nacke. 2013. Guided Emotional State Regulation: Understanding and Shaping Players' Affective Experiences in Digital Games. .
Pejman Mirza-Babaei, Lennart Nacke, John Gregory, Nick Collins, and Geraldine Fitzpatrick. 2013. How Does It Play Better? Exploring User Testing and Biometric Storyboards in Games User Research. .
David Rojas, Bill Kapralos, Andrew Hogue, Karen Collins, Lennart Nacke, Sayra Cristancho, Cristina Conati, and Adam Dubrowski. 2013. The Effect of Sound on Visual Fidelity Perception in Stereoscopic 3-D. .
Dennis Kappen and Lennart Nacke. 2013. The Kaleidoscope of Effective Gamification: Deconstructing Gamification in Business Applications. .
Gregor McEwan, Carl Gutwin, Regan Mandryk, and Lennart Nacke. 2012. "I'm Just Here to Play Games": Social Dynamics and Sociality in an Online Game Site. .
Gregor McEwan, Carl Gutwin, Regan Mandryk, and Lennart Nacke. 2012. Analysing Social Metrics in an Online Game Site. .
Pejman Mirza-Babaei, Lennart Nacke, Geraldine Fitzpatrick, Gareth White, Graham McAllister, and Nick Collins. 2012. Biometric Storyboards: Visualising Game User Research Data. .
Raphaël Marczak, Jasper van Vught, Gareth Schott, and Lennart Nacke. 2012. Feedback-Based Gameplay Metrics: Measuring Player Experience via Automatic Visual Analysis. .
Lennart Nacke. 2012. Flow in Games: Proposing a Flow Experience Model. .
Kathrin Gerling, Ian Livingston, Lennart Nacke, and Regan Mandryk. 2012. Full-Body Motion-Based Game Interaction for Older Adults. .
Magy Seif El-Nasr, Heather Desurvire, Lennart Nacke, Anders Drachen, Licia Calvi, Katherine Isbister, and Regina Bernhaupt. 2012. Game User Research. .
Elizabeth Bonsignore, Derek Hansen, Zachary Toups, Lennart Nacke, Anastasia Salter, and Wayne Lutters. 2012. Mixed Reality Games. .
Kathrin Gerling, Ian Livingston, Lennart Nacke, and Regan Mandryk. 2012. Motion-Based Game Design for Older Adults. .
Arnie Lund, Annuska Perkins, Sri Kurniawan, and Lennart Nacke. 2011. Accessible Games SIG. .
Lennart Nacke, Michael Kalyn, Calvin Lough, and Regan Mandryk. 2011. Biofeedback Game Design: Using Direct and Indirect Physiological Control to Enhance Game Interaction. .
Lennart Nacke, Chris Bateman, and Regan Mandryk. 2011. BrainHex: Preliminary Results from a Neurobiological Gamer Typology Survey. .
David Flatla, Carl Gutwin, Lennart Nacke, Scott Bateman, and Regan Mandryk. 2011. Calibration Games : Making Calibration Tasks Enjoyable by Adding Motivating Game Elements. .
J. Matias Kivikangas, Lennart Nacke, and Niklas Ravaja. 2011. Developing a Triangulation System for Digital Game Events, Observational Video, and Psychophysiological Data to Study Emotional Responses to a Virtual Character. .
Lennart Nacke. 2011. Directions in Physiological Game Evaluation and Interaction. .
Sebastian Deterding, Dan Dixon, Rilla Khaled, and Lennart Nacke. 2011. From Game Design Elements to Gamefulness: Defining "Gamification". .
Sebastian Deterding, Rilla Khaled, Lennart Nacke, and Dan Dixon. 2011. Gamification: Toward a Definition. .
Sebastian Deterding, Miguel Sicart, Lennart Nacke, Kenton O'Hara, and Dan Dixon. 2011. Gamification: Using Game Design Elements in Non-Gaming Contexts. .
Ian Livingston, Lennart Nacke, and Regan Mandryk. 2011. Influencing Experience: The Effects of Reading Game Reviews on Player Experience. .
Chris Bateman, Rebecca Lowenhaupt, and Lennart Nacke. 2011. Player Typology in Theory and Practice. .
Lennart Nacke and Mark Grimshaw. 2011. Player-Game Interaction Through Affective Sound. .
Ian Livingston, Lennart Nacke, and Regan Mandryk. 2011. The Impact of Negative Game Reviews and User Comments on Player Experience. .
Lennart Nacke and Anders Drachen. 2011. Towards a Framework of Player Experience Research. .
Kai Kuikkaniemi, Marko Turpeinen, Hannu Korhonen, Niklas Ravaja, Guillaume Chanel, and Lennart Nacke. 2010. BioS-Play: Workshop on Multiuser and Social Biosignal Adaptive Games and Playful Applications. .
Audrey Girouard, Erin Solovey, Regan Mandryk, Desney Tan, Lennart Nacke, and Robert Jacob. 2010. Brain, Body and Bytes: Psychophysiological User Interaction. .
Lennart Nacke, Joerg Niesenhaus, Stephan Engl, Alessandro Canossa, Kai Kuikkaniemi, and Thomas Immich. 2010. Bringing Digital Games to User Research and User Experience. .
Anders Drachen, Lennart Nacke, Georgios Yannakakis, and Anja Pedersen. 2010. Correlation Between Heart Rate, Electrodermal Activity and Player Experience in First-Person Shooter Games. .
Ian Livingston, Lennart Nacke, and Regan Mandryk. 2010. Critic-Proofing: Robust Validation Through Data-Mining. .
Lennart Nacke and Regan Mandryk. 2010. Designing Affective Games with Physiological Input. .
Lennart Nacke, Sophie Stellmach, and Craig Lindley. 2010. Electroencephalographic Assessment of Player Experience: A Pilot Study in Affective Ludology. .
Lennart Nacke, Jonas Schild, and Joerg Niesenhaus. 2010. Gameplay Experience Testing with Playability and Usability Surveys-An Experimental Pilot Study. .
Lennart Nacke, Anders Drachen, and Stefan Göbel. 2010. Methods for Evaluating Gameplay Experience in a Serious Gaming Context. .
Lennart Nacke, Mark Grimshaw, and Craig Lindley. 2010. More Than a Feeling: Measurement of Sonic User Experience and Psychophysiology in a First-Person Shooter Game. .
Licia Calvi, Stefano Gualeni, Koos Nuijten, Lennart Nacke, and Karolien Poels. 2010. Playability and Player Experience of Casual Games. .
Chris Bateman and Lennart Nacke. 2010. The Neurobiology of Play. .
Lennart Nacke. 2010. Wiimote vs. Controller: Electroencephalographic Measurement of Affective Gameplay Interaction. .
Lennart Nacke and Craig Lindley. 2009. Affective Ludology, Flow and Immersion in a First-Person Shooter: Measurement of Player Experience. .
Lennart Nacke. 2009. Affective Ludology: Scientific Measurement of User Experience in Interactive Entertainment. .
Lennart Nacke, Anne Nacke, and Craig Lindley. 2009. Brain Training for Silver Gamers: Effects of Age and Game Form on Effectiveness, Efficiency, Self-Assessment, and Gameplay Experience.. .
Lennart Nacke. 2009. From Playability to a Hierarchical Game Usability Model. .
Lennart Nacke. 2009. Game Experience: Components and Methods of Measurement. .
Lennart Nacke, Sophie Stellmach, Dennis Sasse, and Craig Lindley. 2009. Gameplay Experience in a Gaze Interaction Game. .
Lennart Nacke, Anders Drachen, Kai Kuikkaniemi, Joerg Niesenhaus, Hannu Korhonen, Wouter Hoogen, Karolien Poels, Wijnand A. IJsselsteijn, and Yvonne Kort. 2009. Playability and Player Experience Research. .
Sophie Stellmach, Lennart Nacke, Raimund Dachselt, and Craig Lindley. 2009. Trends and Techniques in Visual Gaze Analysis. .