Year 2020
Curioscape: A Curiosity-driven Escape Room Board Game

Joseph Tu and Ekaterina Durmanova. 2020. Curioscape: A Curiosity-driven Escape Room Board Game. New York, NY, USA. ACM, 94–97. doi:10.1145/3383668.3419925
Demystifying the First-Time Experience of Mobile Games: The Presence of a Tutorial Has a Positive Impact on Non-Expert Players’ Flow and Continuous-Use Intentions

Mario Passalacqua, Raphaël Morin, Sylvain Sénécal, Lennart E. Nacke, and Pierre-Majorique Léger. 2020. Demystifying the First-Time Experience of Mobile Games: The Presence of a Tutorial Has a Positive Impact on Non-Expert Players’ Flow and Continuous-Use Intentions. In Multimodal Technologies and Interaction 4, 3: 41. Multidisciplinary Digital Publishing Institute. doi:10.3390/mti4030041
Development and validation of the player experience inventory: A scale to measure player experiences at the level of functional and psychosocial consequences

Vero Vanden Abeele, Katta Spiel, Lennart E. Nacke, Daniel Johnson, and Kathrin M. Gerling. 2020. Development and validation of the player experience inventory: A scale to measure player experiences at the level of functional and psychosocial consequences. In International Journal of Human-Computer Studies 135. Elsevier. doi:10.1016/j.ijhcs.2019.102370
Food Literacy while Shopping: Motivating Informed Food Purchasing Behaviour with a Situated Gameful App

Marcela Bomfim, Sharon Kirkpatrick, Lennart E. Nacke, and James Wallace. 2020. Food Literacy while Shopping: Motivating Informed Food Purchasing Behaviour with a Situated Gameful App. In Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems - CHI EA '20. . doi:10.1145/3313831.3376801
Game Atmosphere: Effects of Audiovisual Thematic Cohesion on Player Experience and Psychophysiology

Giovanni Ribeiro, Katja Rogers, Maximilian Altmeyer, Thomas Terkildsen, and Lennart E. Nacke. 2020. Game Atmosphere: Effects of Audiovisual Thematic Cohesion on Player Experience and Psychophysiology. In Proceedings of the Annual Symposium on Computer-Human Interaction in Play (CHI PLAY '20). New York, NY, USA. ACM. doi:10.1145/3410404.3414245
Gamification of Older Adults’ Physical Activity: Thematic Analysis of an Eight-Week Experimental Study

Lennart E. Nacke, Pejman Mirza-Babaei, and Dennis L. Kappen. 2020. Gamification of Older Adults’ Physical Activity: Thematic Analysis of an Eight-Week Experimental Study. In Frontiers in Computer Science 2: 44. Frontiers.
HexArcade: Predicting Hexad User Types By Using Gameful Applications

Maximilian Altmeyer, Gustavo F. Tondello, Antonio Krüger, and Lennart E. Nacke. 2020. HexArcade: Predicting Hexad User Types By Using Gameful Applications. In Proceedings of the the Annual Symposium on Computer-Human Interaction in Play (CHI PLAY 2020). ACM. doi:10.1145/3410404.3414232
How to Gamify Learning Systems? An Experience Report using the Design Sprint Method and a Taxonomy for Gamification Elements in Education

Seiji Isotani, Alexandra Cristea, Isabela Gasparini, Ana C. T. Klock, Luiz Rodrigues, Wilk Oliveira, Paula Palomino, and Armando Toda. 2020. How to Gamify Learning Systems? An Experience Report using the Design Sprint Method and a Taxonomy for Gamification Elements in Education. In Journal of Educational Technology & Society 22, 3: 47-60. International Forum of Educational Technology & Society. doi:10.2307/26896709
Imi Pono: Creating an Ethical Framework for User Experience Design

Laura Fong, Jenny Waycott, Aynur Kadir, Jet Gispen , and Lennart E. Nacke. 2020. Imi Pono: Creating an Ethical Framework for User Experience Design. . doi:10.1145/3334480.3375161
JumpVR: Jump-Based Locomotion Augmentation for Virtual Reality

Dennis Wolf, Katja Rogers, Christoph Kunder, and Enrico Rukzio. 2020. JumpVR: Jump-Based Locomotion Augmentation for Virtual Reality. In Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems (CHI 2020). ACM. doi:10.1145/3313831.3376243
Keep Calm and Ride Along: Passenger Comfort and Anxiety as Physiological Responses to Autonomous Driving Styles

Nicole Dillen , Marco Ilievski, Edith Law, Lennart E. Nacke, Krzysztof Czarnecki, and Oliver Schneider. 2020. Keep Calm and Ride Along: Passenger Comfort and Anxiety as Physiological Responses to Autonomous Driving Styles. In Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems. . doi:10.1145/3313831.3376247
LightPlay: An Ambient Light System for Video Game Indicators and Notifications

Kin Pon Fung. 2020. LightPlay: An Ambient Light System for Video Game Indicators and Notifications. University of Waterloo. Online: http://hdl.handle.net/10012/16112
Me, Myself, and Not-I: Self-Discrepancy Type Predicts Avatar Creation Style

Mitchell Loewen, Chirstopher BUrris, and Lennart E. Nacke. 2020. Me, Myself, and Not-I: Self-Discrepancy Type Predicts Avatar Creation Style. In Frontiers in physiology 11. .
Older Adults’ Motivation for Physical Activity Using Gamified Technology: An Eight-Week Experimental Study

Dennis L. Kappen, Pejman Mirza-Babaei, and Lennart E. Nacke. 2020. Older Adults’ Motivation for Physical Activity Using Gamified Technology: An Eight-Week Experimental Study. . doi:10.1007/978-3-030-50249-2_22
Personal Space in Play: Physical and Digital Boundaries in Large-Display Cooperative and Competitive Games

Rina R. Wehbe, Terence Dickson , Anastasia Kuzminykh, Lennart E. Nacke, and Edward Lank. 2020. Personal Space in Play: Physical and Digital Boundaries in Large-Display Cooperative and Competitive Games. In Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems (CHI '20). New York, NY, USA. ACM. doi:10.1145/3313831.3376319
Playing in the backstore: interface gamification increases warehousing workforce engagement

Mario Passalacqua, Pierre-Majorique Léger, Lennart E. Nacke, Marc Fredette, Élise Labonté-Lemoyne, Xinli Lin, Tony Caprioli, and Sylvain Sénécal. 2020. Playing in the backstore: interface gamification increases warehousing workforce engagement. In Industrial Management & Data Systems.. . doi:10.1108/IMDS-08-2019-0458
Technology Facilitates Physical Activity Through Gamification: A Thematic Analysis of an 8-Week Study

Lennart E. Nacke, Pejman Mirza-Babaei, and Dennis L. Kappen. 2020. Technology Facilitates Physical Activity Through Gamification: A Thematic Analysis of an 8-Week Study. In Frontiers in Computer Science - Human-Media Interaction 2: 530309. Frontiers in Computer Science. doi:10.3389/fcomp.2020.530309
The Potential Disconnect between Time Perception and Immersion: Effects of Music on VR Player Experience

Katja Rogers, Maximillian Milo, and Michael Weber. 2020. The Potential Disconnect between Time Perception and Immersion: Effects of Music on VR Player Experience. In Proceedings of the Annual Symposium on Computer-Human Interaction in Play (CHI PLAY '20). New York, NY, USA. ACM, 414–426. doi:10.1145/3410404.3414246
Validating the effectiveness of data-driven gamification recommendations: An Exploratory study
Armando Toda, Paula Palomino, Luiz Rodrigues, Wilk Oliveira, Lei Shi, Seiji Isotani, and Alexandra Cristea. 2020. Validating the effectiveness of data-driven gamification recommendations: An Exploratory study. In arXiv preprint arXiv:2008.05847. . doi:10.5753/cbie.sbie.2019.763
Validation of User Preferences and Effects of Personalized Gamification on Task Performance

Gustavo F. Tondello and Lennart E. Nacke. 2020. Validation of User Preferences and Effects of Personalized Gamification on Task Performance. In Frontiers in Computer Science 2: 29. Frontiers. doi:10.3389/fcomp.2020.00029
What is it Like to Be a Game?-Object Oriented Inquiry for Games Research, Design and Evaluation

Katta Spiel and Lennart E. Nacke. 2020. What is it Like to Be a Game?-Object Oriented Inquiry for Games Research, Design and Evaluation. In Frontiers in Computer Science 2: 18. Frontier. doi:10.3389/fcomp.2020.00018
Which one is the best? A quasi-experimental study comparing frameworks for unplugged gamification

Wilk Oliveira, Armando Toda, Paula Palomino, Luiz Rodrigues, and Seiji Isotani. 2020. Which one is the best? A quasi-experimental study comparing frameworks for unplugged gamification. In RENOTE 18, 1. . doi:https://doi.org/10.22456/1679-1916.105971
Year 2019
" It Started as a Joke" On the Design of Idle Game

Katta Spiel, Sultan Alharthi, Andrew Cen, Jessica Hammer, Lennart E. Nacke, Zachary O. Toups, and Tess Tanenbaum. 2019. " It Started as a Joke" On the Design of Idle Game. In Proceedings of the Annual Symposium on Computer-Human Interaction in Play. 495-508. doi:10.1145/3311350.3347180
“I don't fit into a single type”: A Trait Model and Scale of Game Playing Preferences

Gustavo F. Tondello, Karina Arrambide, Giovanni Ribeiro, Andrew Cen, and Lennart E. Nacke. 2019. “I don't fit into a single type”: A Trait Model and Scale of Game Playing Preferences. In Proceedings of INTERACT 2019, LNCS 11747. Springer. doi:10.1007/978-3-030-29384-0_23
A Pilot Study of a Digital Skill Tree in Gameful Education

Gustavo F. Tondello and Lennart E. Nacke. 2019. A Pilot Study of a Digital Skill Tree in Gameful Education. In Proceedings of the 3rd International Symposium on Gamification and Games for Learning - GamiLearn '19. Barcelona, Spain. CEUR-WS.org. Online: http://ceur-ws.org/Vol-2497/paper15.pdf
A Taxonomy of Game Elements for Gamification in Educational Contexts: Proposal and Evaluation

Armando Toda, Wilk Oliveira, Ana C. T. Klock, Paula Palomino, Marcelo Pimenta, Ig Bittencourt, Lei Shi, Isabela Gasparini, Seiji Isotani, and Alexandra Cristea. 2019. A Taxonomy of Game Elements for Gamification in Educational Contexts: Proposal and Evaluation. In 2019 IEEE 19th International Conference on Advanced Learning Technologies (ICALT) 2161: 84-88. IEEE. doi:10.1109/ICALT.2019.00028
Analysing gamification elements in educational environments using an existing Gamification taxonomy

Alexandra I. Cristea, Seiji Isotani, Isabela Gasparini, Ig Bittencourt, Lei Shi, Luiz Rodrigues, Paula Palomino, Wilk Oliveira, Ana C. T. Klock, and Armando Toda. 2019. Analysing gamification elements in educational environments using an existing Gamification taxonomy. Smart Learning Environments. doi:10.1186/s40561-019-0106-1
Audio Habits and Motivations in Video Game Players

Katja Rogers and Michael Weber. 2019. Audio Habits and Motivations in Video Game Players. In Proceedings of Audio Mostly (AM’19). ACM. doi:10.1145/3356590.3356599
Automatic game experience identification in educational games

Wilk Oliveira, Luiz Rodrigues, Armando Toda, Paula Palomino, and Seiji Isotani. 2019. Automatic game experience identification in educational games. In Brazilian Symposium on Computers in Education (Simpósio Brasileiro de Informática na Educação-SBIE) 30, 1: 952. . doi:10.5753/cbie.sbie.2019.952
Biologically-Inspired Gameplay: Movement Algorithms for Artificially Intelligent (AI) Non-Player Characters (NPC)

Rina R. Wehbe, Giovanni Ribeiro, Kin Pon Fung, Lennart E. Nacke, and Edward Lank. 2019. Biologically-Inspired Gameplay: Movement Algorithms for Artificially Intelligent (AI) Non-Player Characters (NPC). In Proceedings of Graphics Interface 2019. Kingston, ON, Canada. CHCCS. doi:10.20380/GI2019.28
Cross-Car, Multiplayer Games for Semi-Autonomous Driving

Matthew Lakier, Lennart E. Nacke, Takeo Igarashi, and Daniel Vogel. 2019. Cross-Car, Multiplayer Games for Semi-Autonomous Driving. In Proceedings of the Annual Symposium on Computer-Human Interaction in Play. 467-480. doi:10.1145/3311350.3347166
Crushed it!: Interactive Floor Demonstration

Rina R. Wehbe, Kai Bornemann, Benjamin Hatscher, Joseph Tu, Elizaveta Freiman Cormier, Christian Hansen, Edward Lank, and Lennart E. Nacke. 2019. Crushed it!: Interactive Floor Demonstration. In Extended Abstracts of the 2019 CHI Conference on Human Factors in Computing Systems - CHI EA '19. Glasgow, Scotland UK. ACM, INT014. doi:10.1145/3290607.3313279
Defining Gameful Experience as a Psychological State Caused by Gameplay: Replacing the Term ‘Gamefulness’ with Three Distinct Constructs

Richard N. Landers, Gustavo F. Tondello, Dennis L. Kappen, Andrew Collmus, Elisa D. Mekler, and Lennart E. Nacke. 2019. Defining Gameful Experience as a Psychological State Caused by Gameplay: Replacing the Term ‘Gamefulness’ with Three Distinct Constructs. In International Journal of Human-Computer Studies 127: 81-94. Elsevier. doi:10.1016/j.ijhcs.2018.08.003
Do Cognitive Styles Influence Collective Sensemaking in Distributed Multiplayer Games?

Sultan Alharthi, George E. Raptis, Christina Katsini, Igor Dolgov, Lennart E. Nacke, and Zachary O. Toups. 2019. Do Cognitive Styles Influence Collective Sensemaking in Distributed Multiplayer Games?. In Proceedings of the ACM Collective Intelligence Conference Series. ACM. Online: https://ci.acm.org/2019/assets/proceedings/CI_2019_paper_35.pdf
Dynamic Personalization of Gameful Interactive Systems

Gustavo F. Tondello. 2019. Dynamic Personalization of Gameful Interactive Systems. Waterloo, ON, Canada. University of Waterloo. Online: http://hdl.handle.net/10012/14807
Effects of Background Music on Risk-Taking and General Player Experience

Katja Rogers, Matthias Jörg, and Michael Weber. 2019. Effects of Background Music on Risk-Taking and General Player Experience. In Proceedings of the 2019 Annual Symposium on Computer-Human Interaction in Play (CHI PLAY ’19). ACM. doi:doi.org/10.1145/3311350.3347158
Empirical Validation of the Gamification User Types Hexad Scale in English and Spanish

Gustavo F. Tondello, Alberto Mora, Andrzej Marczewski, and Lennart E. Nacke. 2019. Empirical Validation of the Gamification User Types Hexad Scale in English and Spanish. In International Journal of Human-Computer Studies 127: 95-111. Elsevier. doi:10.1016/j.ijhcs.2018.10.002
ExerCube vs. Personal Trainer: Evaluating a Holistic, Immersive, and Adaptive Fitness Game Setup.

Anna-Lisa Martin-Niedecken, Katja Rogers, Laia Turmo Vidal, Elisa D. Mekler, and Elena Márquez Segura. 2019. ExerCube vs. Personal Trainer: Evaluating a Holistic, Immersive, and Adaptive Fitness Game Setup.. In Proceedings of the CHI Conference on Human Factors in Computing Systems (CHI’19). ACM. doi:10.1145/3290605.3300318
Exploring content game elements to support gamification design in educational systems: narrative and storytelling

Paula Palomino, Armando Toda, Wilk Oliveira, Luiz Rodrigues, Alexandra Cristea, and Seiji Isotani. 2019. Exploring content game elements to support gamification design in educational systems: narrative and storytelling. In Brazilian Symposium on Computers in Education (Simpósio Brasileiro de Informática na Educação-SBIE) 30, 1: 773. . doi:10.5753/cbie.sbie.2019.773
Exploring Interaction Fidelity in Virtual Reality: Object Manipulation and Whole-Body Movements

Katja Rogers, Jana Funke, Julian Frommel, Sven Stamm, and Michael Weber. 2019. Exploring Interaction Fidelity in Virtual Reality: Object Manipulation and Whole-Body Movements. In Proceedings of the CHI Conference on Human Factors in Computing Systems (CHI’19). ACM. doi:10.1145/3290605.3300644
Gameful Design Heuristics: A Gamification Inspection Tool

Gustavo F. Tondello, Dennis L. Kappen, Marim Ganaba, and Lennart E. Nacke. 2019. Gameful Design Heuristics: A Gamification Inspection Tool. In Human-Computer Interaction. Perspectives on Design. Proceedings of HCI International 2019. LNCS 11566. Springer. doi:10.1007/978-3-030-22646-6_16
Gamification journey: A Novel approach for classifying gamer types for gamified educational systems

Seiji Isotani, Luiz Rodrigues, Wilk Oliveira, Armando Toda, and Paula Palomino. 2019. Gamification journey: A Novel approach for classifying gamer types for gamified educational systems. SBGames. Online: https://www.sbgames.org/sbgames2019/files/papers/ArtesDesignFull/197988.pdf
How to Write CHI Papers (Third Edition)

Lennart E. Nacke. 2019. How to Write CHI Papers (Third Edition). In Extended Abstracts of the 2019 CHI Conference on Human Factors in Computing Systems - CHI EA '19. Glasgow, Scotland UK. ACM, C05. doi:10.1145/3290607.3298817
Human-Computer Interaction–INTERACT 2019: 17th IFIP TC 13 International Conference

Panayiotis Zaphiris, Marco Winckler, Helen Petrie, Lennart E. Nacke, Fernando Loizides, and David Lamas. 2019. Human-Computer Interaction–INTERACT 2019: 17th IFIP TC 13 International Conference. Springer Nature., 2-6. doi:10.1007/978-3-030-29390-1
Interactive Narratives in Games: Understanding Player Agency and Experience

Karina Arrambide. 2019. Interactive Narratives in Games: Understanding Player Agency and Experience. CHI PLAY '19, 1-5. doi:10.1145/3341215.3356334
Motivational Affordances for Older Adults’ Physical Activity Technology: An Expert Evaluation

Dennis L. Kappen, Pejman Mirza-Babaei, and Lennart E. Nacke. 2019. Motivational Affordances for Older Adults’ Physical Activity Technology: An Expert Evaluation. In Human-Computer Interaction. Perspectives on Design. Proceedings of HCI International 2019. LNCS 11566. Springer.
Narrative for Gamification in Education: Why Should you Care?

Paula Palomino, Armando Toda, Wilk Oliveira, Alexandra Cristea, and Seiji Isotani. 2019. Narrative for Gamification in Education: Why Should you Care?. In 2019 IEEE 19th International Conference on Advanced Learning Technologies (ICALT): 97-99. IEEE. doi:10.1109/ICALT.2019.0003
Older Adults’ Physical Activity and Exergames: A Systematic Review

Dennis L. Kappen, Pejman Mirza-Babaei, and Lennart E. Nacke. 2019. Older Adults’ Physical Activity and Exergames: A Systematic Review. In International Journal of Human–Computer Interaction 35, 2: 140-167. Taylor & Francis. doi:10.1080/10447318.2018.1441253
Player Characteristics and Video Game Preferences

Gustavo F. Tondello and Lennart E. Nacke. 2019. Player Characteristics and Video Game Preferences. In Proceedings of the 2019 Annual Symposium on Computer-Human Interaction in Play - CHI PLAY '19. Barcelona, Spain. ACM. doi:10.1145/3311350.3347185
Take Back Control: Effects of Player Influence on Procedural Level Generation.

Julian Frommel, Dietmar Puschmann, Katja Rogers, and Michael Weber. 2019. Take Back Control: Effects of Player Influence on Procedural Level Generation.. In Extended Abstracts Publication of the Annual Symposium on Computer-Human Interaction in Play (CHI PLAY ’19 Extended Abstracts). ACM. doi:doi.org/10.1145/3341215.3356288
Teaching Interactive Fiction for Undergraduate Students with the Aid of Information Technologies: An Experience Report

Seiji Isotani, Luiz Rodrigues, Wilk Oliveira, Armando Toda, and Paula Palomino. 2019. Teaching Interactive Fiction for Undergraduate Students with the Aid of Information Technologies: An Experience Report. In RENOTE-Revista Novas Tecnologias na Educação 17, 3. Revista Novas Tecnologias na Educação. Online: https://www.seer.ufrgs.br/renote/article/viewFile/99537/55680
The Development of" Orbit" The Collaborative BCI Game for Children with AD (H) D

Karina Arrambide, Elizaveta Freiman Cormier, Rina R. Wehbe, Lennart E. Nacke, Mareike Gabele, Sebastian Wagner, and Christian Hansen. 2019. The Development of" Orbit" The Collaborative BCI Game for Children with AD (H) D. 341-348. doi:10.1145/3341215.3356301
The Impact of Using a Gamified Interface on Engagement in a Warehousing Management Task: A NeuroIS Research Proposal

Mario Passalacqua, Pierre-Majorique Léger, Sylvain Sénécal, Marc Fredette, Lennart E. Nacke, Xinli Lin, Karine Grande, Nicolas Robitaille, Liza Ziemer, and Tony Caprioli. 2019. The Impact of Using a Gamified Interface on Engagement in a Warehousing Management Task: A NeuroIS Research Proposal. In Information Systems and Neuroscience. Lecture Notes in Information Systems and Organisation, vol 29. Cham. Springer, 187-194. doi:10.1007/978-3-030-01087-4_23
The quest for a better tailoring of gameful design: An analysis of player type preferences

Alberto Mora, Gustavo F. Tondello, Laura Calvet, Carina González, Joan Arnedo-Moreno, and Lennart E. Nacke. 2019. The quest for a better tailoring of gameful design: An analysis of player type preferences. In Proceedings of the XX International Conference on Human Computer Interaction - Interacción '19. ACM. doi:10.1145/3335595.3335625
Thinking Inside the Box: How to Tailor Gamified Educational Systems Based on Learning Activities Types

Luiz Rodrigues, Wilk Oliveira, Armando Toda, Paula Palomino, and Seiji Isotani. 2019. Thinking Inside the Box: How to Tailor Gamified Educational Systems Based on Learning Activities Types. In Brazilian Symposium on Computers in Education (Simpósio Brasileiro de Informática na Educação-SBIE) 30, 1: 823. . doi:10.5753/cbie.sbie.2019.823
Towards Automatic Flow Experience Identification in Educational Systems: A Theory-driven Approach

Wilk Oliveira, Armando Toda, Paula Palomino, Luiz Rodrigues, Seiji Isotani, and Lei Shi. 2019. Towards Automatic Flow Experience Identification in Educational Systems: A Theory-driven Approach. 581-588. doi:10.1145/3341215.3356311
Towards Socially Immersive Fitness Games: An Exploratory Evaluation Through Embodied Sketching

Anna-Lisa Martin-Niedecken, Elena Márquez Segura, Katja Rogers, Stephan Niedecken, and Laia Turmo Vidal. 2019. Towards Socially Immersive Fitness Games: An Exploratory Evaluation Through Embodied Sketching. In Extended Abstracts Publication of the Annual Symposium on Computer-Human Interaction in Play (CHI PLAY ’19 Extended Abstracts). ACM. doi:10.1145/3341215.3356293
User Experience (UX) Research in Games

Lennart E. Nacke, Pejman Mirza-Babaei, and Anders Drachen. 2019. User Experience (UX) Research in Games. In Extended Abstracts of the 2019 CHI Conference on Human Factors in Computing Systems - CHI EA '19. Glasgow, Scotland UK. ACM, C25. doi:10.1145/3290607.3298826
Year 2018
A Theory of Gamification Principles Through Goal-Setting Theory

Gustavo F. Tondello, Hardy Premsukh, and Lennart E. Nacke. 2018. A Theory of Gamification Principles Through Goal-Setting Theory. In Proceedings of the 51st Hawaii International Conference on System Sciences (HICSS). IEEE, 1118-1127. Online: http://hdl.handle.net/10125/50027
Computer Games As Learning Tools: Teachers Attitudes & Behaviors

Ruth C. Torres. 2018. Computer Games As Learning Tools: Teachers Attitudes & Behaviors. In Proceedings of the 2018 Annual Symposium on Computer-Human Interaction in Play - CHI PLAY '18 Extended Abstracts. Melbourne, Australia. ACM. doi:10.1145/3270316.3270611
Effect of personalized gameful design on student engagement

Alberto Mora, Gustavo F. Tondello, Lennart E. Nacke, and Joan Arnedo-Moreno. 2018. Effect of personalized gameful design on student engagement. In Proceedings of the IEEE Global Engineering Education Conference - EDUCON 2018. Tenerife, Spain. IEEE.
Emotion-based Dynamic Difficulty Adjustment Using Parametrized Difficulty and Self-Reports of Emotion

Julian Frommel, Fabian Fischbach, Katja Rogers, and Michael Weber. 2018. Emotion-based Dynamic Difficulty Adjustment Using Parametrized Difficulty and Self-Reports of Emotion. In Proceedings of the 2018 Annual Symposium on Computer-Human Interaction in Play. ACM. doi:10.1145/3242671.3242682
Exploring intended and unintended uses of (e)books as design inspiration for ambient displays in the home

Manfred Tscheligi, Petra Sundström, Iva Randelshofer, Katja Neureiter, Ilhan Aslan, and Christiane Moser. 2018. Exploring intended and unintended uses of (e)books as design inspiration for ambient displays in the home. Fakultät für Angewandte Informatik. Online: https://www.researchgate.net/publication/330157442_Exploring_intended_and_unintended_uses_of_eBooks_as_design_inspiration_for_Ambient_Displays_in_the_home
Exploring the Role of Non-Player Characters and Gender in Player Identification
Katja Rogers, Maria Aufheimer, Michael Weber, and Lennart E. Nacke. 2018. Exploring the Role of Non-Player Characters and Gender in Player Identification. In Proceedings of the 2018 Annual Symposium on Computer-Human Interaction in Play - CHI PLAY '18 Extended Abstracts. Melbourne, VIC, Australia. ACM, 271-283. doi:10.1145/3270316.3273041
Games and Play SIG: Engaging Small Developer Communities

Lennart E. Nacke, Pejman Mirza-Babaei, Katta Spiel, Zachary O. Toups, and Katherine Isbister. 2018. Games and Play SIG: Engaging Small Developer Communities. In Extended Abstracts of the 2018 CHI Conference on Human Factors in Computing Systems - CHI EA '18. Montreal, QC, Canada. ACM, SIG11. doi:10.1145/3170427.3185360
Games User Research
Anders Drachen, Pejman Mirza-Babaei, and Lennart E. Nacke (Eds). 2018. Games User Research. New York, NY. Oxford University Press. doi:10.1093/oso/9780198794844.001.0001
Games User Research Methods

Pejman Mirza-Babaei, Lennart E. Nacke, and Anders Drachen. 2018. Games User Research Methods. In Proceedings of the 2018 Annual Symposium on Computer-Human Interaction in Play Companion Extended Abstracts - CHI PLAY '18 Extended Abstracts. Melbourne, VIC, Australia. ACM, 1-4. doi:10.1145/3270316.3271548
Gamification of Older Adults’ Physical Activity: An Eight-Week Study

Dennis L. Kappen, Pejman Mirza-Babaei, and Lennart E. Nacke. 2018. Gamification of Older Adults’ Physical Activity: An Eight-Week Study. In Proceedings of the 51st Hawaii International Conference on System Sciences (HICSS). IEEE, 1207-1216. Online: http://hdl.handle.net/10125/50036
Gamification: Tools and Techniques for Motivating Users

Gustavo F. Tondello and Lennart E. Nacke. 2018. Gamification: Tools and Techniques for Motivating Users. In Extended Abstracts of the 2018 CHI Conference on Human Factors in Computing Systems - CHI EA '18. Montreal, QC, Canada. ACM, C25. doi:10.1145/3170427.3170662
How to publish research results for academic and non-academic audiences

Gustavo F. Tondello. 2018. How to publish research results for academic and non-academic audiences. ACM, 16-17. doi:10.1145/3265921
How to Write CHI Papers: Second Edition

Lennart E. Nacke. 2018. How to Write CHI Papers: Second Edition. In Extended Abstracts of the 2018 CHI Conference on Human Factors in Computing Systems - CHI EA '18. Montreal, QC, Canada. ACM, C05. doi:10.1145/3170427.3170653
Information Visualisation, Gamification and Immersive Technologies in Participatory Planning

Nektarios Christodoulou, Andreas Papallas, Zona Kostic, and Lennart E. Nacke. 2018. Information Visualisation, Gamification and Immersive Technologies in Participatory Planning. In Extended Abstracts of the 2018 CHI Conference on Human Factors in Computing Systems - CHI EA '18. Montreal, QC, Canada. ACM, SIG12. doi:10.1145/3170427.3185363
Introduction to biometric measures for Games User Research
Lennart E. Nacke. 2018. Introduction to biometric measures for Games User Research. In Anders Drachen, Pejman Mirza-Babaei, and Lennart E. Nacke. Eds. Games User Research. New York, NY. Oxford University Press, 281-299. doi:10.1093/oso/9780198794844.003.0016
Investigating the Impact of Annotation Interfaces on Player Performance in Distributed Multiplayer Games

Sultan Alharthi, Ruth C. Torres, Ahmed S. Khalaf, Zachary O. Toups, Igor Dolgov, and Lennart E. Nacke. 2018. Investigating the Impact of Annotation Interfaces on Player Performance in Distributed Multiplayer Games. In Proceeding of the 2018 ACM Conference on Human Factors in Computing Systems - CHI 2018. Montreal, QC, Canada. ACM, 314. doi:10.1145/3173574.3173888
KickAR: Exploring Game Balancing Through Boosts and Handicaps in Augmented Reality Table Football

Katja Rogers, Mark Colley, David Lehr, Julian Frommel, Marcel Walch, Lennart E. Nacke, and Michael Weber. 2018. KickAR: Exploring Game Balancing Through Boosts and Handicaps in Augmented Reality Table Football. In Proceeding of the 2018 ACM Conference on Human Factors in Computing Systems - CHI 2018. Montreal, QC, Canada. ACM, 166. doi:10.1145/3173574.3173740
Online-only friends, real-life friends or strangers? Differential associations with passion and social capital in video game play

Ryan Perry, Anders Drachen, Allison Kearney, Simone Kriglstein, Lennart E. Nacke, Rafet Sifa, Guenter Wallner, and Daniel Johnson. 2018. Online-only friends, real-life friends or strangers? Differential associations with passion and social capital in video game play. In Computers in Human Behavior 79: 202-210. Elsevier. doi:10.1016/j.chb.2017.10.032
Personalizing Persuasive Strategies in Gameful Systems to Gamification User Types

Rita Orji, Gustavo F. Tondello, and Lennart E. Nacke. 2018. Personalizing Persuasive Strategies in Gameful Systems to Gamification User Types. In Proceeding of the 2018 ACM Conference on Human Factors in Computing Systems - CHI 2018. Montreal, QC, Canada. ACM, 435. doi:10.1145/3173574.3174009
Practical Insights into the Design of Future Disaster Response Training Simulations

Sultan Alharthi, Nicolas LaLone, Ahmed S. Khalaf, Ruth C. Torres, Lennart E. Nacke, Igor Dolgov, and Zachary O. Toups. 2018. Practical Insights into the Design of Future Disaster Response Training Simulations. In 15th International Conference on Information Systems for Crisis Response and Management (ISCRAM 2018). Rochester, NY, USA. .
Textile Manager: Design and Development of a Persuasive Game about Sustainable Textile Production

Katja Rogers, Michael Olah, and Michael Weber. 2018. Textile Manager: Design and Development of a Persuasive Game about Sustainable Textile Production. In CHI EA '18: Extended Abstracts of the 2018 CHI Conference on Human Factors in Computing Systems. ACM. doi:10.1145/3170427.3188623
Toward Understanding the Effects of Cognitive Styles on Collaboration in Multiplayer Games

Sultan Alharthi, George E. Raptis, Christina Katsini, Igor Dolgov, Lennart E. Nacke, and Zachary O. Toups. 2018. Toward Understanding the Effects of Cognitive Styles on Collaboration in Multiplayer Games. In Companion of the 2018 ACM Conference on Computer Supported Cooperative Work and Social Computing - CSCW '18. Jersey City, NJ, USA. ACM, 169-172. doi:10.1145/3272973.3274047
Towards a Trait Model of Video Game Preferences

Gustavo F. Tondello, Deltcho Valtchanov, Adrian Reetz, Rina R. Wehbe, Rita Orji, and Lennart E. Nacke. 2018. Towards a Trait Model of Video Game Preferences. In International Journal of Human–Computer Interaction 34, 8: 732-748. Taylor & Francis. doi:10.1080/10447318.2018.1461765
Towards Customizing Gameful Systems by Gameful Design Elements

Gustavo F. Tondello and Lennart E. Nacke. 2018. Towards Customizing Gameful Systems by Gameful Design Elements. In Third International Workshop on Personalization in Persuasive Technology. Waterloo, ON, Canada. CEUR-WS.org, 102-110. Online: http://ceur-ws.org/Vol-2089/11_Tondello.pdf
Towards the Visual Design of Non-Player Characters for Narrative Roles
Katja Rogers, Maria Aufheimer, Michael Weber, and Lennart E. Nacke. 2018. Towards the Visual Design of Non-Player Characters for Narrative Roles. In Proceedings of Graphics Interface 2018. Toronto, ON Canada. 154-161. doi:10.20380/GI2018.21
Vanishing Importance: Studying Immersive Effects of Game Audio Perception on Player Experiences in Virtual Reality

Katja Rogers, Giovanni Ribeiro, Rina R. Wehbe, Michael Weber, and Lennart E. Nacke. 2018. Vanishing Importance: Studying Immersive Effects of Game Audio Perception on Player Experiences in Virtual Reality. In Proceeding of the 2018 ACM Conference on Human Factors in Computing Systems - CHI 2018. Montreal, QC, Canada. ACM, 328. doi:10.1145/3173574.3173902
Year 2017
A comparison of system-controlled and user-controlled personalization approaches

Rita Orji, Kiemute Oyibo, and Gustavo F. Tondello. 2017. A comparison of system-controlled and user-controlled personalization approaches. In Adjunct publication of the 25th conference on user modeling, adaptation and personalization: 413-418. New York, NY, USA. ACM. doi:10.1145/3099023.3099116
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, 329-340 . doi:10.1145/3116595.3116629
Adaptive engagement of older adults’ fitness through gamification

Dennis L. Kappen. 2017. Adaptive engagement of older adults’ fitness through gamification. Oshawa, ON, Canada. University of Ontario Institute of Technology. Online: http://hdl.handle.net/10155/881
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, 143-156 . doi:10.1145/3116595.3116603
Defining Gamification Video

Melissa Stocco, Marim Ganaba, Gustavo F. Tondello, and Lennart E. Nacke. 2017. Defining Gamification Video. In Proceedings of the 2017 CHI Conference Extended Abstracts on Human Factors in Computing Systems. ACM, 472. doi:10.1145/3027063.3049793
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, 129-142. doi:10.1145/3116595.3116627
Evaluating VR Driving Simulation from a Player Experience Perspective

Marcel Walch, Julian Frommel, Katja Rogers, Felix Schüssel, Phillip Hock, David Dobbelstein, and Michael Weber. 2017. Evaluating VR Driving Simulation from a Player Experience Perspective. In Proceedings of the 2017 CHI Conference Extended Abstracts on Human Factors in Computing Systems (CHI EA '17). New York, NY, USA. ACM, 2982–2989. doi:10.1145/3027063.3053202
Exploring the Potential of Game Audio for Wellbeing

Katja Rogers and Lennart E. Nacke. 2017. Exploring the Potential of Game Audio for Wellbeing. In Positive Gaming: Workshop on Gamification and Games for Wellbeing. Amsterdam, Netherlands. CEUR-WS.org. Online: http://ceur-ws.org/Vol-2055/paper8.pdf
Exploring the Role of Audio in Games

Katja Rogers. 2017. Exploring the Role of Audio in Games. New York, NY, USA. ACM, 727–731. doi:10.1145/3130859.3133227
Foreword: 1st Workshop on Gamification and Games for Learning
Joan Arnedo-Moreno, González González , Carina Soledad, Alberto Mora, and Lennart E. Nacke. 2017. Foreword: 1st Workshop on Gamification and Games for Learning. . Online: https://riull.ull.es/xmlui/handle/915/4766
From Joysticks to Pokémon Go: Games and Play Research in SIGCHI

Lennart E. Nacke, Zachary O. Toups, and Daniel Johnson. 2017. From Joysticks to Pokémon Go: Games and Play Research in SIGCHI. In Proceeding of the 2017 ACM Conference on Human Factors in Computing Systems - CHI 2017. Denver, CO, USA. ACM, 1330-1333. doi:10.1145/3027063.3049284
Games User Research and Gamification in Human-Computer Interaction

Lennart E. Nacke. 2017. Games User Research and Gamification in Human-Computer Interaction. In XRDS: Crossroads, The ACM Magazine for Students 24, 1: 48-51. ACM. doi:10.1145/3123748
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
Gamified and Persuasive Systems as Behavior Change Agents for Health and Wellness

Dennis L. Kappen and Rita Orji. 2017. Gamified and Persuasive Systems as Behavior Change Agents for Health and Wellness. In XRDS: Crossroads, The ACM Magazine for Students 24, 1: 52-55. ACM. doi:10.1145/3123750
GazeTap: towards hands-free interaction in the operating room

Benjamin Hatscher, Maria Luz, Lennart E. Nacke, Norbert Elkmann, Veit Müller, and Christian Hansen. 2017. GazeTap: towards hands-free interaction in the operating room. In Proceedings of the 19th ACM International Conference on Multimodal Interaction - ICMI '17. Glasgow, UK. ACM, 243-251 . doi:10.1145/3136755.3136759
How Multidisciplinary is Gamification Research? Results from a Scoping Review

Nicholas O'Donnel, Dennis L. Kappen, Zachary Fitz-Walter, Sebastian Deterding, Lennart E. Nacke, and Daniel Johnson. 2017. How Multidisciplinary is Gamification Research? Results from a Scoping Review. ACM, 445–452. doi:10.1145/3130859.3131412
How to Write and Review CHI Papers

Lennart E. Nacke. 2017. How to Write and Review CHI Papers. In Proceeding of the 2017 ACM Conference on Human Factors in Computing Systems - CHI 2017. Denver, CO, USA. ACM, 1228-1231. doi:10.1145/3027063.3027097
Incentives and Gamification

Yannai A. Gonczarowski and Gustavo F. Tondello. 2017. Incentives and Gamification. In XRDS: Crossroads, The ACM Magazine for Students 24, 1: 9-11. ACM. doi:10.1145/3123766
Left Them 4 Dead: Perception of Humans versus Non-Player Character Teammates in Cooperative Gameplay

Rina R. Wehbe, Edward Lank, and Lennart E. Nacke. 2017. Left Them 4 Dead: Perception of Humans versus Non-Player Character Teammates in Cooperative Gameplay. In Proceedings of the 2017 Conference on Designing Interactive Systems. Edinburgh, UK. ACM, 403-415. doi:10.1145/3064663.3064712
LiverDefense: how to employ a tower defense game as a customisable research tool

Julia Brich, Katja Rogers, Julian Frommel, Martin Weidhaas, Adrian Brückner, Sarah Mirabile, Tamara Dorn, Valentin Riemer, Claudia Schrader, and Michael Weber. 2017. LiverDefense: how to employ a tower defense game as a customisable research tool. In Vis. Comput. 33, 4: 429–442. . doi:10.1007/s00371-016-1314-0
Positive Computing: A novel research field to promote human well-being

Gustavo F. Tondello. 2017. Positive Computing: A novel research field to promote human well-being. ACM, 20. doi:10.1145/3100262
Positive Gaming: Workshop on Gamification and Games for Wellbeing

Gustavo F. Tondello, Rita Orji, Kellie Vella, Daniel Johnson, Marierose M. M. van Dooren, and Lennart E. Nacke. 2017. Positive Gaming: Workshop on Gamification and Games for Wellbeing. In Proceedings of the 2017 Annual Symposium on Computer-Human Interaction in Play - CHI PLAY '17 Extended Abstracts. Amsterdam, Netherlands. ACM. doi:10.1145/3130859.3131442
Proceedings of the positive gaming: Workshop on gamification and games for wellbeing–Preface
Gustavo F. Tondello, Daniel Johnson, Rita Orji, Marierose M. M. van Dooren, and Kellie Vella. 2017. Proceedings of the positive gaming: Workshop on gamification and games for wellbeing–Preface. In CEUR Workshop Proceedings. CEUR-WS. Online: https://eprints.qut.edu.au/200638/
Recommender Systems for Personalized Gamification

Gustavo F. Tondello, Rita Orji, and Lennart E. Nacke. 2017. Recommender Systems for Personalized Gamification. In Proceedings of UMAP’17 Adjunct. Bratislava, Slovakia. ACM. doi:10.1145/3099023.3099114
Rising to the Challenge: An Emotion-Driven Approach Toward Adaptive Serious Games

Katja Rogers, Valentin Riemer, Julian Frommel, Julia Brich, and Claudia Schrader. 2017. Rising to the Challenge: An Emotion-Driven Approach Toward Adaptive Serious Games. In Serious Games and Edutainment Applications. Springer International Publishing, 3-28. doi:10.1007/978-3-319-51645-5_1
Testing Incremental Difficulty Design in Platformer Games

Rina R. Wehbe, Elisa D. Mekler, Mike Schäkermann, Edward Lank, and Lennart E. Nacke. 2017. Testing Incremental Difficulty Design in Platformer Games. In Proceeding of the 2017 ACM Conference on Human Factors in Computing Systems - CHI 2017. Denver, CO, USA. ACM, 5109-5113. doi:10.1145/3025453.3025697
The Adoption of Physiological Measures as an Evaluation Tool in UX

Vanessa Georges, François Courtemanche, Sylvain Sénécal, Pierre-Majorique Léger, Lennart E. Nacke, and Romain Pourchon. 2017. The Adoption of Physiological Measures as an Evaluation Tool in UX. In Fiona Fui-Hoon Nah and Chuan-Hoo Tan. Eds. HCI in Business, Government and Organizations. Interacting with Information Systems. HCIBGO 2017. Lecture Notes in Computer Science, vol 10293. Cham. Springer, 90-98. doi:10.1007/978-3-319-58481-2_8
The Impact of Health-Related User Interface Sounds on Player Experience

James Robb, Tom Garner, Karen Collins, and Lennart E. Nacke. 2017. The Impact of Health-Related User Interface Sounds on Player Experience. In Simulation & Gaming 48, 3: 402-427. SAGE. doi:10.1177/1046878116688236
The maturing of gamification research

Lennart E. Nacke and Sebastian Deterding. 2017. The maturing of gamification research. In Computers in Human Behavior 71: 450-454. Elsevier. doi:10.1016/j.chb.2016.11.062
Towards Personality-driven Persuasive Health Games and Gamified Systems

Rita Orji, Lennart E. Nacke, and Chrysanne Di Marco. 2017. Towards Personality-driven Persuasive Health Games and Gamified Systems. In Proceeding of the 2017 ACM Conference on Human Factors in Computing Systems - CHI 2017. Denver, CO, USA. ACM, 1015-1027. doi:10.1145/3025453.3025577
UMAP 2017 Fifty Shades of Personalization-Workshop on Personalization in Serious and Persuasive Games and Gameful Interactions: Organizers' Welcome & Organization

Elke Mattheiss, Marc Busch, Rita Orji, Gustavo F. Tondello, Andrzej Marczewski, Wolfgang Hochleitner, Michael Lankes, and Manfred Tscheligi. 2017. UMAP 2017 Fifty Shades of Personalization-Workshop on Personalization in Serious and Persuasive Games and Gameful Interactions: Organizers' Welcome & Organization. ACM, 395-397. doi:10.1145/3099023.3099109
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. CEUR-WS.org. Online: http://ceur-ws.org/Vol-2055/paper5.pdf
Year 2016
"It was Colonel Mustard in the Study with the Candlestick": Using Artifacts to Create An Alternate Reality Game-The Unworkshop

Alina Striner, Lennart E. Nacke, Elizabeth Bonsignore, Matthew Louis Mauriello, Zachary O. Toups, Carlea Holl-Jensen, and Heather Kelley. 2016. "It was Colonel Mustard in the Study with the Candlestick": Using Artifacts to Create An Alternate Reality Game-The Unworkshop. In arXiv:1804.08737 [cs.HC]. arXiv. Online: https://arxiv.org/abs/1804.08737
“The Collecting Itself Feels Good”: Towards Collection Interfaces for Digital Game Objects

Zachary O. Toups, Nicole K. Crenshaw, Rina R. Wehbe, Gustavo F. Tondello, and Lennart E. Nacke. 2016. “The Collecting Itself Feels Good”: Towards Collection Interfaces for Digital Game Objects. In Proceedings of the 2016 Annual Symposium on Computer-Human Interaction in Play - CHI PLAY '16. Austin, TX, USA. ACM. doi:10.1145/2967934.2968088
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
An introduction to gamification in human-computer interaction

Gustavo F. Tondello. 2016. An introduction to gamification in human-computer interaction. ACM, 15-17. doi:10.1145/2983457
Biometrics in a Data Driven World: Trends, Technologies, and Challenges.

Lennart E. Nacke and Regan L. Mandryk. 2016. Biometrics in a Data Driven World: Trends, Technologies, and Challenges.. CRC Press, 197-229.
Bool the Miner: Relying on Ghost Companions to Solve Boolean Equations

Maria Aufheimer, Johannes Bonenberger, David Klein, Imin Kurashvili, and Katja Rogers. 2016. Bool the Miner: Relying on Ghost Companions to Solve Boolean Equations. In Proceedings of the 2016 Annual Symposium on Computer-Human Interaction in Play Companion Extended Abstracts (CHI PLAY Companion '16). New York, NY, USA. ACm, 25-31. doi:10.1145/2968120.2968122
CHI PLAYGUE: A Mobile Conference Networking Game

Gustavo F. Tondello, Rina R. Wehbe, and Lennart E. Nacke. 2016. CHI PLAYGUE: A Mobile Conference Networking Game. In Proceedings of the 2016 International Conference on Interactive Surfaces and Spaces - ISS '16. Niagara Falls, ON, Canada. ACM. doi:10.1145/2992154.2996870
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:10.1145/2968120.2971805
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
Design and preliminary validation of the player experience inventory

Vero Vanden Abeele, Lennart E. Nacke, Elisa D. Mekler, and Daniel Johnson. 2016. Design and preliminary validation of the player experience inventory. In Proceedings of the 2016 Annual Symposium on Computer-Human Interaction in Play Companion Extended Ab.. ACM, 335–341. doi:10.1145/2968120.2987744
Design Strategies for Gamified Physical Activity Applications for Older Adults

Dennis L. Kappen, Lennart E. Nacke, Kathrin M. Gerling, and Lia E. Tsotsos. 2016. Design Strategies for Gamified Physical Activity Applications for Older Adults. In Proceedings of the 49th Annual Hawaii International Conference on System Sciences. IEEE, 1309-1318. doi:10.1109/HICSS.2016.166
Games of the Heart and Mind: Affective Ludology and the Development of Emotionally Aware Player Experiences.

Pedro Nogueira, Samantha N. Stahlke, Rina R. Wehbe, and Lennart E. Nacke. 2016. Games of the Heart and Mind: Affective Ludology and the Development of Emotionally Aware Player Experiences.. McFarland & Company, Inc., 105-125.
Games User Research (GUR) for Indie Studios

Naeem Moosajee and Pejman Mirza-Babaei. 2016. Games User Research (GUR) for Indie Studios. In Proceedings of CHI 2016 Extended Abstracts. San Jose, CA. ACM. doi:10.1145/2851581.2892408
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
Investigating the Impact of Cooperative Communication Mechanics on Player Performance in Portal 2

Deepika Vaddi, Zachary O. Toups, Igor Dolgov, Rina R. Wehbe, and Lennart E. Nacke. 2016. Investigating the Impact of Cooperative Communication Mechanics on Player Performance in Portal 2. In Proceedings of Graphics Interfaces 2016. Victoria, BC, Canada. ACM.
Lightweight Games User Research for Indies and Non-Profit Organizations

Lennart E. 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. In Proceedings of the 34th Annual ACM Conference on Human Factors in Computing Systems Extended Abstracts - CHI EA '16. San Jose, CA, USA. ACM. doi:10.1145/2851581.2856504
Player Experience

Florian ‘Floyd’ Mueller, Christiane Moser, Lennart E. Nacke, and Josef Wiemeyer. 2016. Player Experience. Springer International Publishing, 243-271. doi:10.1007/978-3-319-40612-1_9
Playtesting for indie studios

Pejman Mirza-Babaei, Naeem Moosajee, and Brandon Drenikow. 2016. Playtesting for indie studios. In Proceedings of the 20th International Academic Mindtrek Conference (AcademicMindtrek '16): 366-374. New York, NY, USA. ACM. doi:10.1145/2994310.2994364
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
The QoS-MO Ontology for Semantic QoS Modeling
Gustavo F. Tondello and Frank Siqueira. 2016. The QoS-MO Ontology for Semantic QoS Modeling. In Proceedings of the 2008 ACM Symposium on Applied Computing. New York, NY, USA. ACm, 2336–2340. doi:10.1145/1363686.1364239
Towards Player-Centric Adaptivity: Interactions of Gameplay Behaviour and Player Traits in a Survival Game

Katja Rogers, Clemens Kamm, and Michael Weber. 2016. Towards Player-Centric Adaptivity: Interactions of Gameplay Behaviour and Player Traits in a Survival Game. In Proceedings of the 2016 Annual Symposium on Computer-Human Interaction in Play Companion Extended Abstracts (CHI PLAY Companion '16). New York, NY, USA. ACM, 269–276. doi:10.1145/2968120.2987725
Year 2015
2015 Annual Symposium on Computer-Human Interaction in Play

Lennart E. Nacke, Regina Bernhaupt, Paul Cairns, and Anna L Cox. 2015. 2015 Annual Symposium on Computer-Human Interaction in Play. SIGCHI. doi:10.1145/2793107
Actionable Inexpensive Games User Research.
Lennart E. Nacke, Steve Engels, and Pejman Mirza-Babaei. 2015. Actionable Inexpensive Games User Research.. In Proceedings of the 33rd Annual ACM Conference Extended Abstracts on Human Factors in Computing Systems. ACM, 2461–2462. doi:10.1145/2702613.2706681
Adaptive Engagement of Older Adults’ Fitness through Gamification

Dennis L. Kappen. 2015. Adaptive Engagement of Older Adults’ Fitness through Gamification. In Proceedings of CHI PLAY 2015. London, United Kingdom. ACM. doi:10.1145/2793107.2810276
All about that Base: Differing Player Experiences in Video Game Genres and the Unique Case of MOBA Games

Daniel Johnson, Lennart E. Nacke, and Peta Wyeth. 2015. All about that Base: Differing Player Experiences in Video Game Genres and the Unique Case of MOBA Games. In Proceedings of CHI 2015. Seoul, South Korea. ACM, 2265-2274. doi:10.1145/2702123.2702447
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
Collaborative Multi-Touch Clinical Handover System for the Neonatal Intensive Care Unit

Rishikesan Kamaleswaran, Rina R. Wehbe, Edward Pugh, Lennart E. Nacke, Carolyn McGregor, and Andrew James. 2015. Collaborative Multi-Touch Clinical Handover System for the Neonatal Intensive Care Unit. In Electronic Journal of Health Informatics 9, 1: 5. eJHI.
Data Synchronization in Games User Research

Rina R. Wehbe and Lennart E. Nacke. 2015. Data Synchronization in Games User Research. In GUR Tool Design Jam. London, UK. ACM.
Designing and Evaluating Sociability in Online Video Games.
David Geerts, Lennart E. Nacke, Effie Lai-Chong Law, Panayiotis Zaphiris, and Georgios Christou. 2015. Designing and Evaluating Sociability in Online Video Games. . Computers in Human Behavior., 515-566. doi:10.1145/2468356.2479656
EEG Emotion Recognition in Videogane Play

Jose Rodriguez. 2015. EEG Emotion Recognition in Videogane Play. . Online: https://projekter.aau.dk/projekter/files/224322664/Masters_Thesis_Jose_Rodriguez.pdf
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
Gamifying Research: Strategies, Opportunities, Challenges, Ethics
Sebastian Deterding, Alessandro Canossa, Casper Harteveld, Seth Cooper, Lennart E. Nacke, and Jennifer Whitson. 2015. Gamifying Research: Strategies, Opportunities, Challenges, Ethics. In Proceedings of the 33rd Annual ACM Conference Extended Abstracts on Human Factors in Computing Systems. ACM, 2421–2424. doi:10.1145/2702613.2702646
Integrated Questionnaires: Maintaining Presence in Game Environments for Self-Reported Data Acquisition

Julian Frommel, Katja Rogers, Julia Brich, Daniel Besserer, Leonard Bradatsch, Isabel Ortinau, Ramona Schabenberger, Valentin Riemer, Claudia Schrader, and Michael Weber. 2015. Integrated Questionnaires: Maintaining Presence in Game Environments for Self-Reported Data Acquisition. In Proceedings of the 2015 Annual Symposium on Computer-Human Interaction in Play (CHI PLAY '15). New York, NY, USA. ACM, 359-368. doi:10.1145/2793107.2793130
Mobile Augmented Reality as an Orientation Aid: A Scavenger Hunt Prototype

Katja Rogers, Julian Frommel, Larissa Breier, Sinan Celik, Harry Kramer, Stefan Kreidel, Julia Brich, Valentin Riemer, and Claudia Schrader. 2015. Mobile Augmented Reality as an Orientation Aid: A Scavenger Hunt Prototype. In IEEE Computer Society: 172-175. New York, NY, USA. ACM. doi:10.1109/IE.2015.37
Modelling human emotion in interactive environments: Physiological ensemble and grounded approaches for synthetic agents

Pedro Nogueira, Rui Rodrigues, Eugénio Oliveira, and Lennart E. Nacke. 2015. Modelling human emotion in interactive environments: Physiological ensemble and grounded approaches for synthetic agents. In Web intelligence 13, 3: 195-214. IOS Press. doi:10.3233/WEB-150321
Personalization in Serious and Persuasive Games and Gamified Interactions

Marc Busch, Elke Mattheiss, Rita Orji, Andrzej Marczewski, Wolfgang Hochleitner, Michael Lankes, Lennart E. Nacke, and Manfred Tscheligi. 2015. Personalization in Serious and Persuasive Games and Gamified Interactions. In Proceedings of the 2015 Annual Symposium on Computer-Human Interaction in Play - CHI PLAY '15. London, UK. ACM, 811-816. doi:10.1145/2793107.2810260
The HEXAD Gamification User Types Questionnaire : Background and Development Process

Lisa Diamond, Gustavo F. Tondello, Andrzej Marczewski, Lennart E. Nacke, and Manfred Tscheligi. 2015. The HEXAD Gamification User Types Questionnaire : Background and Development Process. In Workshop on Personalization in Serious and Persuasive Games and Gamified Interactions. London, UK. ACM.
Toward Understanding Why Players Value In-Game Collections

Zachary O. Toups, Gustavo F. Tondello, Rina R. Wehbe, Lennart E. Nacke, and Nicole K. Crenshaw. 2015. Toward Understanding Why Players Value In-Game Collections. In Workshop on Personalization in Serious and Persuasive Games and Gamified Interactions. London, UK. ACM.
Towards a Personalized Playful Digital Wellness Assistant

Gustavo F. Tondello, Rina R. Wehbe, and Lennart E. Nacke. 2015. Towards a Personalized Playful Digital Wellness Assistant. In Workshop on Personalization in Serious and Persuasive Games and Gamified Interactions. London, UK. ACM.
Towards Understanding the Importance of Co-Located Gameplay

Rina R. Wehbe and Lennart E. Nacke. 2015. Towards Understanding the Importance of Co-Located Gameplay. In Proceedings of CHI PLAY 2015. London, United Kingdom. ACM. doi:2793107.2810312
Understanding Player Attitudes Towards Digital Game Objects

Gustavo F. Tondello, Rina R. Wehbe, Zachary O. Toups, Lennart E. Nacke, and Nicole K. Crenshaw. 2015. Understanding Player Attitudes Towards Digital Game Objects. In Proceedings of CHI PLAY 2015. London, United Kingdom. ACM. doi:10.1145/2793107.2810292
Validating Test Chambers to Study Cooperative Communication Mechanics in Portal 2

Deepika Vaddi, Rina R. Wehbe, Zachary O. Toups, Samantha N. Stahlke, Rylan Koroluk, and Lennart E. Nacke. 2015. Validating Test Chambers to Study Cooperative Communication Mechanics in Portal 2. In Proceedings of CHI PLAY 2015. London, United Kingdom. ACM.
Vanishing scares: biofeedback modulation of affective player experiences in a procedural horror game

Pedro Nogueira, Vasco Torres, Rui Rodrigues, Eugénio Oliveira, and Lennart E. Nacke. 2015. Vanishing scares: biofeedback modulation of affective player experiences in a procedural horror game. In Journal on Multimodal User Interfaces 10, 1: 31-62. Journal on Multimodal User Interfaces.
Year 2014
BrainHex: A Neurobiological Gamer Typology Survey

Lennart E. Nacke, Chris Bateman, and Regan L. Mandryk. 2014. BrainHex: A Neurobiological Gamer Typology Survey. In Entertainment Computing 5, 1: 55-62. Elsevier. doi:10.1016/j.entcom.2013.06.002
Design guidelines for Gamifying reading applications
Rina R. Wehbe, James Robb, Jessica Clarke, João Costa, and Lennart E. Nacke. 2014. Design guidelines for Gamifying reading applications. In 2014 IEEE Games Media Entertainment: 1-4. Toronto, ON, Canada. IEEE. doi:10.1109/GEM.2014.7405433
Developing Iconic and Semi-Iconic Game Controllers

Lennart E. Nacke, João Costa, Dennis L. Kappen, James Robb, and Daniel Buckstein. 2014. Developing Iconic and Semi-Iconic Game Controllers. In Proceedings of CHI PLAY 2014. Toronto, ON, Canada. ACM, 435-436. doi:10.1145/2658537.2661327
Engaged by Boos and Cheers: The Effect of Co-Located Game Audiences on Social Player Experience

Dennis L. Kappen, Pejman Mirza-Babaei, Jens Johannsmeier, Daniel Buckstein, James Robb, and Lennart E. Nacke. 2014. Engaged by Boos and Cheers: The Effect of Co-Located Game Audiences on Social Player Experience. In Proceedings of CHI PLAY 2014. Toronto, ON, Canada. ACM, 151-160. doi:10.1145/2658537.2658687
Evaluating social and cognitive effects of video games using electroencephalography

Rina R. Wehbe. 2014. Evaluating social and cognitive effects of video games using electroencephalography. UOIT. Online: https://ir.library.dc-uoit.ca/handle/10155/460
First ACM SIGCHI Annual Symposium on Computer-Human Interaction in Play.
T. C. Nicholas Graham, Lennart E. Nacke, Regan L. Mandryk, and Florian ‘Floyd’ Mueller. 2014. First ACM SIGCHI Annual Symposium on Computer-Human Interaction in Play.. SIGCHI. doi:proceedings/10.1145/2658537
Fuzzy Affective Player Models: A Physiology-Based Hierarchical Clustering Method

Pedro Nogueira, Rúben Aguiar, Rui Rodrigues, Eugénio Oliveira, and Lennart E. Nacke. 2014. Fuzzy Affective Player Models: A Physiology-Based Hierarchical Clustering Method. In Proceedings of AIIDE 2014. Raleigh, NC, United States. AAAI, 132-138.
Games and Entertainment Community SIG: Reaching Beyond CHI

Lennart E. Nacke, Pejman Mirza-Babaei, Magy Seif El-Nasr, Heather Desurvire, and Regina Bernhaupt. 2014. Games and Entertainment Community SIG: Reaching Beyond CHI. In Proceedings of CHI EA 2014. Toronto, ON, Canada. ACM, 1123-1126. doi:10.1145/2559206.2559216
Gaming to sit safe: the restricted body as an integral part of gameplay

Manfred Tscheligi, Alexander Meschtscherjakov, David Wilfinger, Iva Randelshofer, Martin Murer, Christine Döttlinger, Elke Beck, Axel Baumgartner, and Petra Sundström. 2014. Gaming to sit safe: the restricted body as an integral part of gameplay. In DIS '14: Proceedings of the 2014 conference on Designing interactive systems. DIS '14, 715-724. doi:10.1145/2598510.2600882
Introducing the Biometric Storyboards Tool for Games User Research

Pejman Mirza-Babaei and Lennart E. Nacke. 2014. Introducing the Biometric Storyboards Tool for Games User Research. In Proceedings of IEEE GEM 2014. Toronto, ON, Canada. IEEE, 1-7. doi:10.1109/GEM.2014.7048098
P.I.A.N.O.: Faster Piano Learning with Interactive Projection
Katja Rogers, Amrei Röhlig, Mathias Weing, Jan Gugenheimer, Bastian Könings, Melina Klepsch, Florian Schaub, Enrico Rukzio, TIna Seufert, and Michael Weber. 2014. P.I.A.N.O.: Faster Piano Learning with Interactive Projection. In Proceedings of the Ninth ACM International Conference on Interactive Tabletops and Surfaces (ITS '14). New York, NY, USA. ACM. doi:10.1145/2669485.2669514
Physiological Acrophobia Evaluation Through In Vivo Exposure in a VR CAVE

João Costa, James Robb, and Lennart E. Nacke. 2014. Physiological Acrophobia Evaluation Through In Vivo Exposure in a VR CAVE. In Proceedings of IEEE GEM 2014. Toronto, ON, Canada. IEEE, 1-4. doi:10.1109/GEM.2014.7047969
Player Experience: Mixed Methods and Reporting Results

Veronica Zammitto, Pejman Mirza-Babaei, Ian Livingston, Marina Kobayashi, and Lennart E. Nacke. 2014. Player Experience: Mixed Methods and Reporting Results. In Proceedings of CHI EA 2014. Toronto, ON, Canada. ACM, 147-150. doi:10.1145/2559206.2559239
Social Player Analytics in a Facebook Health Game

Lennart E. Nacke, Matthias Klauser, and Paul Prescod. 2014. Social Player Analytics in a Facebook Health Game. In Proceedings of HCI Korea 2014. Seoul, Republic of Korea. Hanbit Media, Inc., 180-187.
Synchronous Visualization of Video and Psychophysiological User Data

João Costa and Lennart E. Nacke. 2014. Synchronous Visualization of Video and Psychophysiological User Data. . Online: https://joaopccosta.files.wordpress.com/2012/03/chigur2014_submission_17.pdf
The Edge of Glory: The Relationship Between Metacritic Scores and Player Experience

Daniel Johnson, Christopher N. Watling, John Gardner, and Lennart E. Nacke. 2014. The Edge of Glory: The Relationship Between Metacritic Scores and Player Experience. In Proceedings of CHI PLAY 2014. Toronto, ON, Canada. ACM, 141-150. doi:10.1145/2658537.2658694
Understanding difficulty, your brain and challenge
Rina R. Wehbe. 2014. Understanding difficulty, your brain and challenge. In Proceedings of the first ACM SIGCHI annual symposium on Computer-human interaction in play (CHI PLAY '14). New York, NY, USA. ACM, 303-306. doi:10.1145/2658537.2659014
Understanding Expectations with Multiple Controllers in an Augmented Reality Videogame

Pejman Mirza-Babaei, Nathan Gale, João Costa, Lennart E. Nacke, and Daniel Johnson. 2014. Understanding Expectations with Multiple Controllers in an Augmented Reality Videogame. In Proceedings of CHI PLAY 2014. Toronto, ON, Canada. ACM, 201-206. doi:10.1145/2658537.2658705
Unified Visualization of Quantitative and Qualitative Playtesting Data

Pejman Mirza-Babaei, Günter Wallner, Graham McAllister, and Lennart E. Nacke. 2014. Unified Visualization of Quantitative and Qualitative Playtesting Data. In Proceedings of CHI EA 2014. Toronto, ON, Canada. ACM, 1363-1368. doi:10.1145/2559206.2581224
User Research for 3D Display Settings with EEG Frontal Alpha Asymmetry
Rina R. Wehbe, Andrew Hogue, Christopher Zerebecki, Saad Khattak, and Lennart E. Nacke. 2014. User Research for 3D Display Settings with EEG Frontal Alpha Asymmetry. . Online: https://rinawehbe.ca/wp-content/uploads/GUR-Workshop-Rina-Submission-FINAL-LEN.pdf
Year 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 E. Nacke. 2013. A Hybrid Approach at Emotional State Detection: Merging Theoretical Models of Emotion with Data-Driven Statistical Classifiers. In Proceedings of WI-IAT 2013. Atlanta, GA, United States. IEEE, 253-260. doi:10.1109/WI-IAT.2013.117
A Regression-Based Method for Lightweight Emotional State Detection in Interactive Environments

Pedro Nogueira, Rui Rodrigues, Eugénio Oliveira, and Lennart E. Nacke. 2013. A Regression-Based Method for Lightweight Emotional State Detection in Interactive Environments. In XVI Portuguese Conference on Artificial Intelligence (EPIA) 2013. Angra do Heroísmo, Açores, Portugal. Springer-Verlag Berlin Heidelberg.
An Introduction to EEG Analysis Techniques and Brain-Computer Interfaces for Games User Researchers

Rina R. Wehbe and Lennart E. Nacke. 2013. An Introduction to EEG Analysis Techniques and Brain-Computer Interfaces for Games User Researchers. In Proceedings of DIGRA 2013. Atlanta, GA, United States. DiGRA, 1-16.
An Introduction to Physiological Player Metrics for Evaluating Games

Lennart E. Nacke. 2013. An Introduction to Physiological Player Metrics for Evaluating Games. In Alessandro Canossa, Anders Drachen, and Magy Seif El-Nasr. Eds. Game Analytics: Maximizing the Value of Player Data. Springer London, 585-619. doi:10.1007/978-1-4471-4769-5_26
Assessing User Preference of Video Game Controller Button Settings

William Ellick, Pejman Mirza-Babaei, Sharon Wood, Duncan Smith, and Lennart E. Nacke. 2013. Assessing User Preference of Video Game Controller Button Settings. In Proceedings of CHI EA 2013. Paris, France. ACM, 1107-1112. doi:10.1145/2468356.2468554
Contextual Influences on Mobile Player Experience--A Game User Experience Model

Stephan Engl and Lennart E. Nacke. 2013. Contextual Influences on Mobile Player Experience--A Game User Experience Model. In Entertainment Computing 4, 1: 83-91. Elsevier. doi:10.1016/j.entcom.2012.06.001
Cycloshoot: Exergaming, Heart Rate, and User Experience.

Dennis L. Kappen and Lennart E. Nacke. 2013. Cycloshoot: Exergaming, Heart Rate, and User Experience.. . Online: https://www.academia.edu/4780311/CYCLOSHOOT_Exergaming_Heart_Rate_and_User_Experience
Deconstructing 'Gamified' Task-Management Applications

Dennis L. Kappen, Jens Johannsmeier, and Lennart E. Nacke. 2013. Deconstructing 'Gamified' Task-Management Applications. In Proceedings of Gamification 2013. Stratford, ON, Canada. ACM, 139-142.
Designing and Evaluating Sociability in Online Video Games

Georgios Christou, Effie Lai-Chong Law, David Geerts, Lennart E. Nacke, and Panayiotis Zaphiris. 2013. Designing and Evaluating Sociability in Online Video Games. In Proceedings of CHI EA 2013. Paris, France. ACM, 3239-3242. doi:10.1145/2468356.2479656
Designing Gamification: Creating Gameful and Playful Experiences

Sebastian Deterding, Staffan Björk, Lennart E. Nacke, Dan Dixon, and Elizabeth Lawley. 2013. Designing Gamification: Creating Gameful and Playful Experiences. In Proceedings of CHI EA 2013. Paris, France. ACM, 3263-3266. doi:10.1145/2468356.2479662
EEG-Based Assessment of Video and In-Game Learning

Rina R. Wehbe, Dennis L. Kappen, David Rojas, Matthias Klauser, Bill Kapralos, and Lennart E. Nacke. 2013. EEG-Based Assessment of Video and In-Game Learning. In Proceedings of CHI EA 2013. Paris, France. ACM, 667-672. doi:10.1145/2468356.2468474
Exploring Social Interaction in Co-Located Multiplayer Games

Dennis L. Kappen, John Gregory, Daniel Stepchenko, Rina R. Wehbe, and Lennart E. Nacke. 2013. Exploring Social Interaction in Co-Located Multiplayer Games. In Proceedings of CHI EA 2013. Paris, France. ACM, 1119-1124. doi:10.1145/2468356.2468556
Games User Research using EEG Techniques.

Rina R. Wehbe and Lennart E. Nacke. 2013. Games User Research using EEG Techniques.. .
Games User Research: Practice, Methods, and Applications

Pejman Mirza-Babaei, Veronica Zammitto, Joerg Niesenhaus, Mirweis Sangin, and Lennart E. Nacke. 2013. Games User Research: Practice, Methods, and Applications. In Proceedings of CHI EA 2013. Paris, France. ACM, 3219-3222. doi:10.1145/2468356.2479651
Gamification 2013: Gameful Design, Research, and Applications.

Neil Randall, Kevin Harrigan, and Lennart E. Nacke. 2013. Gamification 2013: Gameful Design, Research, and Applications.. ACM. doi:10.1145/2583008
Guided Emotional State Regulation: Understanding and Shaping Players' Affective Experiences in Digital Games

Pedro Nogueira, Rui Rodrigues, Eugénio Oliveira, and Lennart E. Nacke. 2013. Guided Emotional State Regulation: Understanding and Shaping Players' Affective Experiences in Digital Games. In Proceedings of AIIDE 2009. Palo Alto, CA, United States. 51-57.
How Does It Play Better? Exploring User Testing and Biometric Storyboards in Games User Research

Pejman Mirza-Babaei, Lennart E. Nacke, John Gregory, Nick Collins, and Geraldine Fitzpatrick. 2013. How Does It Play Better? Exploring User Testing and Biometric Storyboards in Games User Research. In Proceedings of CHI 2012. Paris, France. ACM, 1499-1508. doi:10.1145/2470654.2466200
Introducing a Biometric Storyboards Tool for Games User Research.

Pejman Mirza-Babaei, Lennart E. Nacke, and John Gregory. 2013. Introducing a Biometric Storyboards Tool for Games User Research.. Toronto, ON, Canada. IEEE. doi:10.1109/GEM.2014.7048098
Social Player Analytics in a Facebook Health Game

Lennart E. Nacke, Matthias Klauser, and Paul Prescod. 2013. Social Player Analytics in a Facebook Health Game. In 한국 HCI 학회 학술대회 (2014): 180-187. . Online: http://hcigames.com/wp-content/uploads/2015/02/Social-Player-Analytics-in-a-Facebook-Health-Game.pdf
Storyboarding for Games User Research

Pejman Mirza-Babaei and Lennart E. Nacke. 2013. Storyboarding for Games User Research. . Online: https://www.gamasutra.com/view/feature/186514/storyboarding_for_games_user_.php
The Effect of Sound on Visual Fidelity Perception in Stereoscopic 3-D

David Rojas, Bill Kapralos, Andrew Hogue, Karen Collins, Lennart E. Nacke, Sayra Cristancho, Cristina Conati, and Adam Dubrowski. 2013. The Effect of Sound on Visual Fidelity Perception in Stereoscopic 3-D. In IEEE Transactions on Cybernetics 43, 6: 1572-1583. IEEE. doi:10.1109/TCYB.2013.2269712
The Kaleidoscope of Effective Gamification: Deconstructing Gamification in Business Applications

Dennis L. Kappen and Lennart E. Nacke. 2013. The Kaleidoscope of Effective Gamification: Deconstructing Gamification in Business Applications. In Proceedings of Gamification 2013. Stratford, ON, Canada. ACM, 119-122.
Time's Up: Studying Leaderboards for Engaging Punctual Behaviour

João Costa, Rina R. Wehbe, James Robb, and Lennart E. Nacke. 2013. Time's Up: Studying Leaderboards for Engaging Punctual Behaviour. In Proceedings of Gamification 2013. Stratford, ON, Canada. ACM, 26-33.
Year 2012
"I'm Just Here to Play Games": Social Dynamics and Sociality in an Online Game Site

Gregor McEwan, Carl Gutwin, Regan L. Mandryk, and Lennart E. Nacke. 2012. "I'm Just Here to Play Games": Social Dynamics and Sociality in an Online Game Site. In Proceedings of CSCW 2012. Seattle, WA, United States. ACM, 549-558. doi:10.1145/2145204.2145289
Analysing Social Metrics in an Online Game Site

Gregor McEwan, Carl Gutwin, Regan L. Mandryk, and Lennart E. Nacke. 2012. Analysing Social Metrics in an Online Game Site. In Proceedings of GRAND 2012. Montréal, QC, Canada. .
Biometric Storyboards: An Industry-Friendly Method for Evaluating Affect and User Experience in Games

Pejman Mirza-Babaei and Lennart E. Nacke. 2012. Biometric Storyboards: An Industry-Friendly Method for Evaluating Affect and User Experience in Games. . Online: http://acagamic.com/wp-publications/mirzabiometric/
Biometric Storyboards: Visualising Game User Research Data

Pejman Mirza-Babaei, Lennart E. Nacke, Geraldine Fitzpatrick, Gareth R. White, Graham McAllister, and Nick Collins. 2012. Biometric Storyboards: Visualising Game User Research Data. In Proceedings of CHI EA 2012. Austin, TX, United States. ACM, 2315-2320. doi:10.1145/2212776.2223795
CycloShoot: A first-person shooter fitness game on a bicycle

Matthias Klauser, Daniel Stepchenko , Pejman Mirza-Babaei, and Lennart E. Nacke. 2012. CycloShoot: A first-person shooter fitness game on a bicycle. . Online: https://www.academia.edu/6177666/CycloShoot_A_first_person_shooter_fitness_game_on_a_bicycle
Feedback-Based Gameplay Metrics: Measuring Player Experience via Automatic Visual Analysis

Raphaël Marczak, Jasper van Vught, Gareth Schott, and Lennart E. Nacke. 2012. Feedback-Based Gameplay Metrics: Measuring Player Experience via Automatic Visual Analysis. In Proceedings of ACM IE 2012. Auckland, New Zealand. ACM, 6. doi:10.1145/2336727.2336733
Flow in Games: Proposing a Flow Experience Model

Lennart E. Nacke. 2012. Flow in Games: Proposing a Flow Experience Model. In Proceedings of the Workshop on Conceptualising, Operationalising and Measuring the Player Experience in Videogames at Fun and Games 2012. Toulouse, France. ACM, 104-108.
Full-Body Motion-Based Game Interaction for Older Adults

Kathrin M. Gerling, Ian Livingston, Lennart E. Nacke, and Regan L. Mandryk. 2012. Full-Body Motion-Based Game Interaction for Older Adults. In Proceedings of CHI 2012. Austin, TX, United States. ACM, 1873-1882. doi:10.1145/2207676.2208324
Game User Research

Magy Seif El-Nasr, Heather Desurvire, Lennart E. Nacke, Anders Drachen, Licia Calvi, Katherine Isbister, and Regina Bernhaupt. 2012. Game User Research. In Proceedings of CHI EA 2012. Austin, TX, United States. ACM, 2679-2682. doi:10.1145/2212776.2212694
Lennart Nacke on Marketing through Gamification & Reciprocity

Lennart E. Nacke. 2012. Lennart Nacke on Marketing through Gamification & Reciprocity. 422-423.
Mixed Reality Games

Elizabeth Bonsignore, Derek L. Hansen, Zachary O. Toups, Lennart E. Nacke, Anastasia Salter, and Wayne Lutters. 2012. Mixed Reality Games. In Proceedings of CSCW 2012. Seattle, WA, United States. ACM, 7-8. doi:10.1145/2141512.2141517
Motion-Based Game Design for Older Adults

Kathrin M. Gerling, Ian Livingston, Lennart E. Nacke, and Regan L. Mandryk. 2012. Motion-Based Game Design for Older Adults. In Proceedings of GRAND 2012. Montréal, QC, Canada. .
Year 2011
Accessible Games SIG

Arnie Lund, Annuska Perkins, Sri Kurniawan, and Lennart E. Nacke. 2011. Accessible Games SIG. In Proceedings of CHI EA 2011. Vancouver, BC, Canada. ACM, 883-886. doi:10.1145/1979742.1979545
Biofeedback Game Design: Using Direct and Indirect Physiological Control to Enhance Game Interaction

Lennart E. Nacke, Michael Kalyn, Calvin Lough, and Regan L. Mandryk. 2011. Biofeedback Game Design: Using Direct and Indirect Physiological Control to Enhance Game Interaction. In Proceedings of CHI 2011. Vancouver, BC, Canada. ACM, 103-112. doi:10.1145/1978942.1978958
Brain and Body Interfaces: Designing for Meaningful Interaction

Stephen H. Fairclough, Kiel Gilleade, Lennart E. Nacke, and Regan L. Mandryk. 2011. Brain and Body Interfaces: Designing for Meaningful Interaction. In Proceedings of CHI EA 2011. Vancouver, BC, Canada. ACM, 65-68. doi:10.1145/1979742.1979591
BrainHex: Preliminary Results from a Neurobiological Gamer Typology Survey

Lennart E. Nacke, Chris Bateman, and Regan L. Mandryk. 2011. BrainHex: Preliminary Results from a Neurobiological Gamer Typology Survey. In Proceedings of ICEC 2011. Vancouver, BC, Canada. Springer Berlin Heidelberg, 288-293. doi:10.1007/978-3-642-24500-8_31
Calibration Games : Making Calibration Tasks Enjoyable by Adding Motivating Game Elements

David R. Flatla, Carl Gutwin, Lennart E. Nacke, Scott Bateman, and Regan L. Mandryk. 2011. Calibration Games : Making Calibration Tasks Enjoyable by Adding Motivating Game Elements. In Proceedings of ACM UIST 2011. Santa Barbara, CA, United States. ACM, 403-412. doi:10.1145/2047196.2047248
Designing Affective Games Using Psychophysiological Input.

Lennart E. Nacke and Regan L. Mandryk. 2011. Designing Affective Games Using Psychophysiological Input.. . Online: http://www.acagamic.com/uploads/2007/09/GRAND-Poster.pdf
Developing a Triangulation System for Digital Game Events, Observational Video, and Psychophysiological Data to Study Emotional Responses to a Virtual Character

J. Matias Kivikangas, Lennart E. 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. In Entertainment Computing 2, 1: 11-16. Elsevier. doi:10.1016/j.entcom.2011.03.006
Directions in Physiological Game Evaluation and Interaction

Lennart E. Nacke. 2011. Directions in Physiological Game Evaluation and Interaction. In Proceedings of the BBI Workshop at CHI 2011. Vancouver, BC, Canada. .
Evaluating Player Experience in Games

Anders Drachen, Calvin Lough, and Lennart E. Nacke. 2011. Evaluating Player Experience in Games. In 6th International Conference on the Foundations of Digital Games Workshop, 2011. ACM.
From Game Design Elements to Gamefulness: Defining "Gamification"

Sebastian Deterding, Dan Dixon, Rilla Khaled, and Lennart E. Nacke. 2011. From Game Design Elements to Gamefulness: Defining "Gamification". In Proceedings of MindTrek 2011. Tampere, Finland. ACM, 9-15. doi:10.1145/2181037.2181040
Gamification: Toward a Definition

Sebastian Deterding, Rilla Khaled, Lennart E. Nacke, and Dan Dixon. 2011. Gamification: Toward a Definition. In Proceedings of CHI EA 2011. Vancouver, BC, Canada. .
Gamification: Using Game Design Elements in Non-Gaming Contexts

Sebastian Deterding, Miguel Sicart, Lennart E. Nacke, Kenton O'Hara, and Dan Dixon. 2011. Gamification: Using Game Design Elements in Non-Gaming Contexts. In Proceedings of CHI EA 2011. Vancouver, BC, Canada. ACM, 2425-2428. doi:10.1145/1979742.1979575
Influencing Experience: The Effects of Reading Game Reviews on Player Experience

Ian Livingston, Lennart E. Nacke, and Regan L. Mandryk. 2011. Influencing Experience: The Effects of Reading Game Reviews on Player Experience. In Proceedings of ICEC 2011. Vancouver, BC, Canada. Springer Berlin Heidelberg, 89-100. doi:10.1007/978-3-642-24500-8_10
LAIF: A Logging and Interaction Framework for Gaze-Based Interfaces in Virtual Entertainment Environments

Lennart E. Nacke, Sophie Stellmach, Dennis Sasse, Joerg Niesenhaus, and Raimund Dachselt. 2011. LAIF: A Logging and Interaction Framework for Gaze-Based Interfaces in Virtual Entertainment Environments. In Entertainment Computing 2, 4: 265-273. Elsevier. doi:10.1016/j.entcom.2010.09.004
Player Typology in Theory and Practice

Chris Bateman, Rebecca Lowenhaupt, and Lennart E. Nacke. 2011. Player Typology in Theory and Practice. In Proceedings of DIGRA 2011. Utrecht, The Netherlands. .
Player-Game Interaction Through Affective Sound

Lennart E. Nacke and Mark Grimshaw. 2011. Player-Game Interaction Through Affective Sound. Hershey, PA, United States. IGI Global, 264-285. doi:10.4018/978-1-61692-828-5.ch013
The Impact of Negative Game Reviews and User Comments on Player Experience

Ian Livingston, Lennart E. Nacke, and Regan L. Mandryk. 2011. The Impact of Negative Game Reviews and User Comments on Player Experience. In Proceedings of ACM SIBGRAPH 2011. Vancouver, BC, Canada. ACM, 4. doi:10.1145/2037692.2037697
Towards a Framework of Player Experience Research

Lennart E. Nacke and Anders Drachen. 2011. Towards a Framework of Player Experience Research. In Proceedings of EPEX 2011. Bordeaux, France. .
Year 2010
3D Attentional Maps: Aggregated Gaze Visualizations in Three-Dimensional Virtual Environments

Sophie Stellmach, Lennart E. Nacke, and Raimund Dachselt. 2010. 3D Attentional Maps: Aggregated Gaze Visualizations in Three-Dimensional Virtual Environments. In Proceedings of AVI 2010. Rome, Italy. ACM, 345-348. doi:10.1145/1842993.1843058
Advanced Gaze Visualizations for Three-Dimensional Virtual Environments

Sophie Stellmach, Lennart E. Nacke, and Raimund Dachselt. 2010. Advanced Gaze Visualizations for Three-Dimensional Virtual Environments. In Proceedings of ETRA 2010. Austin, TX, United States. ACM, 109-112. doi:10.1145/1743666.1743693
BioS-Play: Workshop on Multiuser and Social Biosignal Adaptive Games and Playful Applications
Kai Kuikkaniemi, Marko Trupeinen, Hannu Korhonen, Niklas Ravaja, Guillaume Chanel, and Lennart E. Nacke. 2010. BioS-Play: Workshop on Multiuser and Social Biosignal Adaptive Games and Playful Applications. In Proceedings of a Workshop at Fun and Games 2010. Leuven, Belgium. ACM.
Brain, Body and Bytes: Psychophysiological User Interaction

Audrey Girouard, Erin T. Solovey, Regan L. Mandryk, Desney Tan, Lennart E. Nacke, and Robert J.K. Jacob. 2010. Brain, Body and Bytes: Psychophysiological User Interaction. In Proceedings of CHI EA 2010. Atlanta, GA, United States. ACM, 4433-4436. doi:10.1145/1753846.1754167
Bringing Digital Games to User Research and User Experience

Lennart E. Nacke, Joerg Niesenhaus, Stephan Engl, Alessandro Canossa, Kai Kuikkaniemi, and Thomas Immich. 2010. Bringing Digital Games to User Research and User Experience. In Proceedings of the Entertainment Interfaces Track 2010 at Interaktive Kulturen 2010. Duisburg, Germany. .
Bringing Game Design and Affective Evaluation to User Research and User Experience

Lennart E. Nacke, Joerg Niesenhaus, Stephan Engl, Alessandro Canossa, Kai Kuikkaniemi, and Thomas Immich. 2010. Bringing Game Design and Affective Evaluation to User Research and User Experience. In Entertainment Interfaces Workshop. Duisburg, Germany. . Online: https://www.researchgate.net/publication/287316967_Bringing_digital_games_to_user_research_and_user_experience
Correlation Between Heart Rate, Electrodermal Activity and Player Experience in First-Person Shooter Games

Anders Drachen, Lennart E. Nacke, Georgies Yannakakis, and Anja L. Pedersen. 2010. Correlation Between Heart Rate, Electrodermal Activity and Player Experience in First-Person Shooter Games. In R. Wainess and S. N. Spencer. Eds. Proceedings of ACM Siggraph 2010. Los Angeles, CA, United States. ACM, 49-54. doi:10.1145/1836135.1836143
Critic-Proofing: Robust Validation Through Data-Mining

Ian Livingston, Lennart E. Nacke, and Regan L. Mandryk. 2010. Critic-Proofing: Robust Validation Through Data-Mining. In Proceedings of Fun and Games 2010: 81-94. Leuven, Belgium. .
Designing Affective Games with Physiological Input

Lennart E. Nacke and Regan L. Mandryk. 2010. Designing Affective Games with Physiological Input. In Proceedings of Fun and Games BiosPlay Workshop 2010. Leuven, Belgium. ACM.
Electroencephalographic Assessment of Player Experience: A Pilot Study in Affective Ludology

Lennart E. Nacke, Sophie Stellmach, and Craig A. Lindley. 2010. Electroencephalographic Assessment of Player Experience: A Pilot Study in Affective Ludology. In Simulation & Gaming 42, 5: 632-655. SAGE Publications. doi:10.1177/1046878110378140
Gameplay Experience Testing with Playability and Usability Surveys-An Experimental Pilot Study

Lennart E. Nacke, Jonas Schild, and Joerg Niesenhaus. 2010. Gameplay Experience Testing with Playability and Usability Surveys-An Experimental Pilot Study. In Proceedings of Playability and Player Experience Workshop at Fun and Games 2010: 31-45. Leuven, Belgium. ACM.
How Mobile is Mobile Gaming? Contextual Influences on Mobile Player Experience–A Model Proposition

Stephan Engl and Lennart E. Nacke. 2010. How Mobile is Mobile Gaming? Contextual Influences on Mobile Player Experience–A Model Proposition. In Mensch & Computer 2010 Entertainment Interfaces Track: 9-18. . Online: https://dl.gi.de/handle/20.500.12116/7374
Methods for Evaluating Gameplay Experience in a Serious Gaming Context

Lennart E. Nacke, Anders Drachen, and Stefan Göbel. 2010. Methods for Evaluating Gameplay Experience in a Serious Gaming Context. In International Journal of Computer Science in Sport 9, 2. .
More Than a Feeling: Measurement of Sonic User Experience and Psychophysiology in a First-Person Shooter Game

Lennart E. Nacke, Mark Grimshaw, and Craig A. Lindley. 2010. More Than a Feeling: Measurement of Sonic User Experience and Psychophysiology in a First-Person Shooter Game. In Interacting with Computers 22, 5: 7. Interact Comput. doi:10.1016/j.intcom.2010.04.005
Playability and Player Experience of Casual Games

Licia Calvi, Stefano Gualeni, Koos Nuijten, Lennart E. Nacke, and Karolien Poels. 2010. Playability and Player Experience of Casual Games. In Proceedings of Fun and Games 2010. Leuven, Belgium. .
Psychocological Correlations with Gameplay Experience Dimensions

Anders Drachen, Lennart E. Nacke, Georgies Yannakakis, and Anja L. Pedersen. 2010. Psychocological Correlations with Gameplay Experience Dimensions. ACM. Online: https://andersdrachen.files.wordpress.com/2014/07/psychophysiological-correlations-with-gameplay-experience-dimensions.pdf
The Neurobiology of Play

Chris Bateman and Lennart E. Nacke. 2010. The Neurobiology of Play. In Proceedings of Futureplay 2010. Vancouver, BC, Canada. ACM, 1-8. doi:10.1145/1920778.1920780
Wiimote vs. Controller: Electroencephalographic Measurement of Affective Gameplay Interaction

Lennart E. Nacke. 2010. Wiimote vs. Controller: Electroencephalographic Measurement of Affective Gameplay Interaction. In Proceedings of Futureplay 2010. Vancouver, BC, Canada. ACM, 159-166. doi:10.1145/1920778.1920801
Year 2009
Affective Ludology, Flow and Immersion in a First-Person Shooter: Measurement of Player Experience

Lennart E. Nacke and Craig A. Lindley. 2009. Affective Ludology, Flow and Immersion in a First-Person Shooter: Measurement of Player Experience. In Loading...: The Journal of the Canadian Game Studies Association 3, 5. .
Affective Ludology: Scientific Measurement of User Experience in Interactive Entertainment

Lennart E. Nacke. 2009. Affective Ludology: Scientific Measurement of User Experience in Interactive Entertainment. Karlskrona, Sweden. Blekinge Institute of Technology.
Brain Training for Silver Gamers: Effects of Age and Game Form on Effectiveness, Efficiency, Self-Assessment, and Gameplay Experience.

Lennart E. Nacke, A. Nacke., and Craig A. Lindley. 2009. Brain Training for Silver Gamers: Effects of Age and Game Form on Effectiveness, Efficiency, Self-Assessment, and Gameplay Experience.. In CyberPsychology & Behavior 12, 5: 493-499. NY, USA. Mary Ann Libert. doi:10.1089/cpb.2009.0013
From Playability to a Hierarchical Game Usability Model

Lennart E. Nacke. 2009. From Playability to a Hierarchical Game Usability Model. In Proceedings of Future Play 2009. Vancouver, BC, Canada. ACM, 11-12. doi:10.1145/1639601.1639609
Game Experience: Components and Methods of Measurement
Lennart E. Nacke. 2009. Game Experience: Components and Methods of Measurement. In Proceedings of FUGA 2009. Espoo, Finland. Helsinki Institute for Information Technology. Online: http://www.diva-portal.org/smash/record.jsf?pid=diva2%3A835762
Gameplay Experience in a Gaze Interaction Game

Lennart E. Nacke, Sophie Stellmach, Dennis Sasse, and Craig A. Lindley. 2009. Gameplay Experience in a Gaze Interaction Game. In A. Villanueva, J.P. Hansen, and B. K. Ersbo II. Eds. Proceedings of COGAIN 2009. Lyngby, Denmark. The COGAIN Association, 49-54.
Playability and Player Experience Research

Lennart E. Nacke, Anders Drachen, Kai Kuikkaniemi, Joerg Niesenhaus, Hannu Korhonen, Wouter M. van den Hoogen, Karolien Poels, Wijnand A. IJsselsteijn, and Yvonne A. W. de Kort. 2009. Playability and Player Experience Research. In Proceedings of DiGRA 2009. Brunel University, West London, UK. DiGRA.
Trends and Techniques in Visual Gaze Analysis

Sophie Stellmach, Lennart E. Nacke, Raimund Dachselt, and Craig A. Lindley. 2009. Trends and Techniques in Visual Gaze Analysis. In A. Villanueva, J.P. Hansen, and B. K. Ersbo II. Eds. Proceedings of COGAIN 2009. Lyngby, Denmark. The COGAIN Association, 89-93.
Year 2008
A QoS-based Search Engine for Semantic Web Services

Gustavo F. Tondello and Frank Siqueira. 2008. A QoS-based Search Engine for Semantic Web Services. In XXXIV Conferencia Latinoamericana de Informática. . Online: https://d1wqtxts1xzle7.cloudfront.net/51106759/A_QoS-based_Search_Engine_for_Semantic_W20161229-11489-ejjxvx.pdf?1483022468=&response-content-disposition=inline%3B+filename%3DA_QoS_based_Search_Engine_for_Semantic_W.pdf&Expires=1605306878&Signature=V7Jzlc4RWoMIJ-54fswWVjD9W-ftav~FFXpd4eJ4DD8~cNflaJ17Iex04~PrU4A4S8prBvc3xw~0TXTIs9EGyZcb62awdYTh19~41SJthPKFvYjELl8tjQWPTb8ZTZ~66xIKVL3aMbQIAVUhtLs1kAWwVFdDHc4cb2n9Jdj1m7W2MjQ5CO5pMUPmdH3WJquMXBEjTAcCui-LpSe-kmcrxahDHLPn0P8i2s~8Alh7sTJuMMYwZ~c~YLof5YZ79zy0RZM8fWOOD2VA35l3Z4G-lHwYXbX5XfrEgKUfGAqu1Mv6VfLt6qHV29L~zv0Qlxf7dvj-t0khyuCdKqGx65~pMg__&Key-Pair-Id=APKAJLOHF5GGSLRBV4ZA
Year 2005
On the automatic configuration of application-oriented operating systems

Gustavo F. Tondello and Antonio Frohlich. 2005. On the automatic configuration of application-oriented operating systems. In The 3rd ACS/IEEE International Conference onComputer Systems and Applications: 120-. . doi:10.1109/AICCSA.2005.1387109
Year 2004
Configuration management of embedded operating systems using application-oriented system design

Gustavo F. Tondello and Antonio Frohlich. 2004. Configuration management of embedded operating systems using application-oriented system design. In Proceedings of the 5th Argentine Symposium on Computing Technology (part of the 33rd Argentine Conference on Computer Science and Operational Research). . Online: https://www.lisha.ufsc.br/pub/Tondello_AST_2004.pdf