Year 2017
The maturing of gamification research
Year 2014
BrainHex: A Neurobiological Gamer Typology Survey
Year 2013
A Regression-Based Method for Lightweight Emotional State Detection in Interactive Environments
Contextual Influences on Mobile Player Experience--A Game User Experience Model
The Effect of Sound on Visual Fidelity Perception in Stereoscopic 3-D
Year 2012
Analysing Social Metrics in an Online Game Site
Year 2011
Developing a Triangulation System for Digital Game Events, Observational Video, and Psychophysiological Data to Study Emotional Responses to a Virtual Character
LAIF: A Logging and Interaction Framework for Gaze-Based Interfaces in Virtual Entertainment Environments
Towards a Framework of Player Experience Research
Year 2010
BioS-Play: Workshop on Multiuser and Social Biosignal Adaptive Games and Playful Applications
Bringing Digital Games to User Research and User Experience
Critic-Proofing: Robust Validation Through Data-Mining
Designing Affective Games with Physiological Input
Electroencephalographic Assessment of Player Experience: A Pilot Study in Affective Ludology
Gameplay Experience Testing with Playability and Usability Surveys-An Experimental Pilot Study
Methods for Evaluating Gameplay Experience in a Serious Gaming Context
More Than a Feeling: Measurement of Sonic User Experience and Psychophysiology in a First-Person Shooter Game
Playability and Player Experience of Casual Games
Year 2009
Affective Ludology, Flow and Immersion in a First-Person Shooter: Measurement of Player Experience
Brain Training for Silver Gamers: Effects of Age and Game Form on Effectiveness, Efficiency, Self-Assessment, and Gameplay Experience.
Game Experience: Components and Methods of Measurement
Year 2017
Incentives and Gamification
Games User Research and Gamification in Human-Computer Interaction
Gamified and Persuasive Systems as Behavior Change Agents for Health and Wellness
The Impact of Health-Related User Interface Sounds on Player Experience
Year 2018
Online-only friends, real-life friends or strangers? Differential associations with passion and social capital in video game play
Towards a Trait Model of Video Game Preferences
Year 2019
Older Adults’ Physical Activity and Exergames: A Systematic Review
Defining Gameful Experience as a Psychological State Caused by Gameplay: Replacing the Term ‘Gamefulness’ with Three Distinct Constructs
Empirical Validation of the Gamification User Types Hexad Scale in English and Spanish
Year 2016
"It was Colonel Mustard in the Study with the Candlestick": Using Artifacts to Create An Alternate Reality Game-The Unworkshop
Year 2020
Development and validation of the player experience inventory: A scale to measure player experiences at the level of functional and psychosocial consequences
Year 2008
A QoS-based Search Engine for Semantic Web Services
Year 2018
Emotion-based Dynamic Difficulty Adjustment Using Parametrized Difficulty and Self-Reports of Emotion
Year 2020
Validation of User Preferences and Effects of Personalized Gamification on Task Performance
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
Playing in the backstore: interface gamification increases warehousing workforce engagement
Me, Myself, and Not-I: Self-Discrepancy Type Predicts Avatar Creation Style
What is it Like to Be a Game?-Object Oriented Inquiry for Games Research, Design and Evaluation
Year 2015
Collaborative Multi-Touch Clinical Handover System for the Neonatal Intensive Care Unit
Vanishing scares: biofeedback modulation of affective player experiences in a procedural horror game
Modelling human emotion in interactive environments: Physiological ensemble and grounded approaches for synthetic agents
Year 2017
LiverDefense: how to employ a tower defense game as a customisable research tool
Year 2005
On the automatic configuration of application-oriented operating systems
Year 2015
Mobile Augmented Reality as an Orientation Aid: A Scavenger Hunt Prototype
Year 2014
P.I.A.N.O.: Faster Piano Learning with Interactive Projection
Year 2017
A comparison of system-controlled and user-controlled personalization approaches
Year 2018
Exploring intended and unintended uses of (e)books as design inspiration for ambient displays in the home
Year 2019
Analysing gamification elements in educational environments using an existing Gamification taxonomy
Year 2020
Validating the effectiveness of data-driven gamification recommendations: An Exploratory study
Which one is the best? A quasi-experimental study comparing frameworks for unplugged gamification
Year 2019
Teaching Interactive Fiction for Undergraduate Students with the Aid of Information Technologies: An Experience Report
Thinking Inside the Box: How to Tailor Gamified Educational Systems Based on Learning Activities Types
Automatic game experience identification in educational games
Exploring content game elements to support gamification design in educational systems: narrative and storytelling
Year 2020
How to Gamify Learning Systems? An Experience Report using the Design Sprint Method and a Taxonomy for Gamification Elements in Education
Year 2019
A Taxonomy of Game Elements for Gamification in Educational Contexts: Proposal and Evaluation
Narrative for Gamification in Education: Why Should you Care?
Year 2020
Game Atmosphere: Effects of Audiovisual Thematic Cohesion on Player Experience and Psychophysiology
Personal Space in Play: Physical and Digital Boundaries in Large-Display Cooperative and Competitive Games
Year 2014
Design guidelines for Gamifying reading applications
Year 2020
Technology Facilitates Physical Activity Through Gamification: A Thematic Analysis of an 8-Week Study
Gamification of Older Adults’ Physical Activity: Thematic Analysis of an Eight-Week Experimental Study
Year 2016
Playtesting for indie studios
Year 2010
How Mobile is Mobile Gaming? Contextual Influences on Mobile Player Experience–A Model Proposition
Psychocological Correlations with Gameplay Experience Dimensions
Year 2011
Evaluating Player Experience in Games
Year 2013
Social Player Analytics in a Facebook Health Game
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
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
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.
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
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
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. .
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
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
Lennart E. Nacke and Anders Drachen. 2011. Towards a Framework of Player Experience Research. In Proceedings of EPEX 2011. Bordeaux, France. .
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.
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. .
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. .
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.
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
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.
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. .
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
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. .
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. .
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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. .
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
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.
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.
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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.
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
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
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
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.
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