Project Details


Interactive and Multi-Modal Experience Research Syndicate (IMMERSe)

IMMERSe– The Interactive and Multi-Modal Experience Research Syndicate-will bring together researchers from a range of games-related fields whose work touches on questions of game experience and immersion. By integrating this research, the IMMERSe Partnership project will lead to new insights into player experience and new strategies for improving it. Our network will bring the research practices and perspectives of numerous disciplines to the understanding of these issues, and combine those practices to build a continually growing body of research, published in journals and books, online, at conferences and at public events. Gaming domains under investigation will include social media and virtual worlds, gambling, “gamification” (the process of introducing gameplay elements into other areas of life), serious games (including simulation, training and educational games), and the full panoply of entertainment gaming. On May 25, 2012, the Social Sciences and Humanities Research Council of Canada Image of a video game controller, click on the image to see IMMERSe project themes (SSHRC) announced the awarding of a SSHRC Partnership Grant to the Games Institute to establish a research network for the study of games. As covered by the Kitchener Record, this network joins together six universities and six industry partners to conduct a wide range of studies in player immersion and behaviour in games.

People

Lead

Lennart Nacke
Director of the HCI Games Group

Participants

Gustavo Fortes Tondello
Ph.D. Student, Personalized Health Gamification
Marim Ganaba
Master's Student and UX Researcher
Dennis Kappen
Ph.D. Student, Game Design and User Interaction for Older Adults
Dominic Elm
Visiting Master's Student
Naeem Moosajee
Master's Student in Games User Research, Digital Wizard
Jose Rodriguez
Master's Student
Mike Schäkermann
Master's Student
Melissa Stocco
Undergraduate Researcher
Rina Wehbe
Ph.D. Student, Errors, Perception of AI, Health Games
Giovanni Ribeiro
Master's Student, Games User Research

Publications

Year 2017


A Framework and Taxonomy of Videogame Playing Preferences

Gustavo F. Tondello, Rina R. Wehbe, Rita Orji, Giovanni Ribeiro, and Lennart E. Nacke. 2017. A Framework and Taxonomy of Videogame Playing Preferences. In Proceedings of the 2017 Annual Symposium on Computer-Human Interaction in Play - CHI PLAY '17. Amsterdam, Netherlands. ACM. doi:10.1145/3116595.3116629

Applying Gameful Design Heuristics

Gustavo F. Tondello and Lennart E. Nacke. 2017. Applying Gameful Design Heuristics. In Proceeding of the 2017 ACM Conference on Human Factors in Computing Systems - CHI 2017. Denver, CO, USA. ACM, 1209-1212. doi:10.1145/3027063.3027116

CLEVER: A Gameful Enterprise Learning System

Dominic Elm, Gustavo F. Tondello, and Lennart E. Nacke. 2017. CLEVER: A Gameful Enterprise Learning System. In 1st International Workshop on Gamification and Games for Learning. Tenerife, Spain. ULL. Online: https://riull.ull.es/xmlui/handle/915/4783

Curiously Motivated: Profiling Curiosity with Self-Reports and Behaviour Metrics in the Game “Destiny”

Mike Schäkermann, Giovanni Ribeiro, Guenter Wallner, Simone Kriglstein, Daniel Johnson, Anders Drachen, Rafet Sifa, and Lennart E. Nacke. 2017. Curiously Motivated: Profiling Curiosity with Self-Reports and Behaviour Metrics in the Game “Destiny”. In Proceedings of the 2017 Annual Symposium on Computer-Human Interaction in Play - CHI PLAY '17. Amsterdam, Netherlands. ACM. doi:10.1145/3116595.3116603

Elements of Gameful Design Emerging from User Preferences

Gustavo F. Tondello, Alberto Mora, and Lennart E. Nacke. 2017. Elements of Gameful Design Emerging from User Preferences. In Proceedings of the 2017 Annual Symposium on Computer-Human Interaction in Play - CHI PLAY '17. Amsterdam, Netherlands. ACM. doi:10.1145/3116595.3116627

Gamification through the Application of Motivational Affordances for Physical Activity Technology

Dennis L. Kappen, Pejman Mirza-Babaei, and Lennart E. Nacke. 2017. Gamification through the Application of Motivational Affordances for Physical Activity Technology. In Proceedings of the 2017 Annual Symposium on Computer-Human Interaction in Play - CHI PLAY '17. Amsterdam, Netherlands. ACM. doi:10.1145/3116595.3116604

Using technology to boost employee wellbeing? How gamification can help or hinder results

Ekaterina Pogrebtsova, Gustavo F. Tondello, Hardy Premsukh, and Lennart E. Nacke. 2017. Using technology to boost employee wellbeing? How gamification can help or hinder results. In Positive Gaming: Workshop on Gamification and Games for Wellbeing. Amsterdam, Netherlands. .

Year 2016


ABOVE WATER: An Educational Game for Anxiety

Rina R. Wehbe, Diane K. Watson, Gustavo F. Tondello, Marim Ganaba, Melissa Stocco, Alvin Lee, and Lennart E. Nacke. 2016. ABOVE WATER: An Educational Game for Anxiety. In Proceedings of the 2016 Annual Symposium on Computer-Human Interaction in Play Extended Abstracts - CHI PLAY EA '16. Austin, TX, USA. ACM. doi:10.1145/2968120.2971804

ABOVE WATER: Extending the Play Space for Health

Rina R. Wehbe, Diane K. Watson, Gustavo F. Tondello, and Lennart E. Nacke. 2016. ABOVE WATER: Extending the Play Space for Health. In Proceedings of the 2016 International Conference on Interactive Surfaces and Spaces - ISS '16. Niagara Falls, ON, Canada. ACM. doi:10.1145/2992154.2996882

CLEVER: A Trivia and Strategy Game for Enterprise Knowledge Learning

Dominic Elm, Gustavo F. Tondello, Dennis L. Kappen, Marim Ganaba, Melissa Stocco, and Lennart E. Nacke. 2016. CLEVER: A Trivia and Strategy Game for Enterprise Knowledge Learning. In Proceedings of the 2016 Annual Symposium on Computer-Human Interaction in Play Extended Abstracts - CHI PLAY EA '16. Austin, TX, USA. ACM. doi:10.1145/2968120.2987745

CLEVER: Gamification and Enterprise Knowledge Learning

Dominic Elm, Dennis L. Kappen, Gustavo F. Tondello, and Lennart E. Nacke. 2016. CLEVER: Gamification and Enterprise Knowledge Learning. In Proceedings of the 2016 Annual Symposium on Computer-Human Interaction in Play Extended Abstracts - CHI PLAY EA '16. Austin, TX, USA. ACM. doi:10.1145/2968120.2987745

Heuristic Evaluation for Gameful Design

Gustavo F. Tondello, Dennis L. Kappen, Elisa D. Mekler, Marim Ganaba, and Lennart E. Nacke. 2016. Heuristic Evaluation for Gameful Design. In Proceedings of the 2016 Annual Symposium on Computer-Human Interaction in Play Extended Ebstracts - CHI PLAY EA '16. Austin, TX, USA. ACM. doi:10.1145/2968120.2987729

The Gamification User Types Hexad Scale

Gustavo F. Tondello, Rina R. Wehbe, Lisa Diamond, Marc Busch, Andrzej Marczewski, and Lennart E. Nacke. 2016. The Gamification User Types Hexad Scale. In Proceedings of the 2016 Annual Symposium on Computer-Human Interaction in Play - CHI PLAY '16. Austin, TX, USA. ACM. doi:10.1145/2967934.2968082

Year 2015


CHI PLAYGUE: A Networking Game of Emergent Sociality

Gustavo F. Tondello, Rina R. Wehbe, Samantha N. Stahlke, Amanda Leo, Rylan Koroluk, and Lennart E. Nacke. 2015. CHI PLAYGUE: A Networking Game of Emergent Sociality. In Proceedings of CHI PLAY 2015. London, United Kingdom. ACM. doi:10.1145/2793107.2810265

Games User Research and Physiological Game Evaluation

Lennart E. Nacke. 2015. Games User Research and Physiological Game Evaluation. In Regina Bernhaupt. Eds. Game User Experience Evaluation. Springer International Publishing, 63-86. doi:10.1007/978-3-319-15985-0_4