Applying Gameful Design Heuristics
How to Write and Review CHI Papers
Towards Personality-driven Persuasive Health Games and Gamified Systems
“The Collecting Itself Feels Good”: Towards Collection Interfaces for Digital Game Objects
ABOVE WATER: An Educational Game for Anxiety
ABOVE WATER: Extending the Play Space for Health
CHI PLAYGUE: A Mobile Conference Networking Game
CLEVER: A Trivia and Strategy Game for Enterprise Knowledge Learning
CLEVER: Gamification and Enterprise Knowledge Learning
Design Strategies for Gamified Physical Activity Applications for Older Adults
Games User Research (GUR) for Indie Studios
Heuristic Evaluation for Gameful Design
Investigating the Impact of Cooperative Communication Mechanics on Player Performance in Portal 2
Lightweight Games User Research for Indies and Non-Profit Organizations
The Gamification User Types Hexad Scale
Adaptive Engagement of Older Adults’ Fitness through Gamification
All about that Base: Differing Player Experiences in Video Game Genres and the Unique Case of MOBA Games
CHI PLAYGUE: A Networking Game of Emergent Sociality
Data Synchronization in Games User Research
Personalization in Serious and Persuasive Games and Gamified Interactions
The HEXAD Gamification User Types Questionnaire : Background and Development Process
Toward Understanding Why Players Value In-Game Collections
Towards a Personalized Playful Digital Wellness Assistant
Towards Understanding the Importance of Co-Located Gameplay
Understanding Player Attitudes Towards Digital Game Objects
Validating Test Chambers to Study Cooperative Communication Mechanics in Portal 2
Developing Iconic and Semi-Iconic Game Controllers
Engaged by Boos and Cheers: The Effect of Co-Located Game Audiences on Social Player Experience
Fuzzy Affective Player Models: A Physiology-Based Hierarchical Clustering Method
Games and Entertainment Community SIG: Reaching Beyond CHI
Introducing the Biometric Storyboards Tool for Games User Research
Physiological Acrophobia Evaluation Through In Vivo Exposure in a VR CAVE
Player Experience: Mixed Methods and Reporting Results
Social Player Analytics in a Facebook Health Game
The Edge of Glory: The Relationship Between Metacritic Scores and Player Experience
Understanding Expectations with Multiple Controllers in an Augmented Reality Videogame
Unified Visualization of Quantitative and Qualitative Playtesting Data
A Hybrid Approach at Emotional State Detection: Merging Theoretical Models of Emotion with Data-Driven Statistical Classifiers
An Introduction to EEG Analysis Techniques and Brain-Computer Interfaces for Games User Researchers
Assessing User Preference of Video Game Controller Button Settings
Deconstructing 'Gamified' Task-Management Applications
Designing and Evaluating Sociability in Online Video Games
Designing Gamification: Creating Gameful and Playful Experiences
EEG-Based Assessment of Video and In-Game Learning
Exploring Social Interaction in Co-Located Multiplayer Games
Games User Research: Practice, Methods, and Applications
Guided Emotional State Regulation: Understanding and Shaping Players' Affective Experiences in Digital Games
How Does It Play Better? Exploring User Testing and Biometric Storyboards in Games User Research
The Kaleidoscope of Effective Gamification: Deconstructing Gamification in Business Applications
Time's Up: Studying Leaderboards for Engaging Punctual Behaviour
"I'm Just Here to Play Games": Social Dynamics and Sociality in an Online Game Site
Biometric Storyboards: Visualising Game User Research Data
Feedback-Based Gameplay Metrics: Measuring Player Experience via Automatic Visual Analysis
Flow in Games: Proposing a Flow Experience Model
Full-Body Motion-Based Game Interaction for Older Adults
Game User Research
Mixed Reality Games
Motion-Based Game Design for Older Adults
Accessible Games SIG
Biofeedback Game Design: Using Direct and Indirect Physiological Control to Enhance Game Interaction
Brain and Body Interfaces: Designing for Meaningful Interaction
Calibration Games : Making Calibration Tasks Enjoyable by Adding Motivating Game Elements
Directions in Physiological Game Evaluation and Interaction
From Game Design Elements to Gamefulness: Defining "Gamification"
Gamification: Toward a Definition
Gamification: Using Game Design Elements in Non-Gaming Contexts
Player Typology in Theory and Practice
The Impact of Negative Game Reviews and User Comments on Player Experience
3D Attentional Maps: Aggregated Gaze Visualizations in Three-Dimensional Virtual Environments
Advanced Gaze Visualizations for Three-Dimensional Virtual Environments
Brain, Body and Bytes: Psychophysiological User Interaction
Correlation Between Heart Rate, Electrodermal Activity and Player Experience in First-Person Shooter Games
The Neurobiology of Play
Wiimote vs. Controller: Electroencephalographic Measurement of Affective Gameplay Interaction
From Playability to a Hierarchical Game Usability Model
Gameplay Experience in a Gaze Interaction Game
Playability and Player Experience Research
Trends and Techniques in Visual Gaze Analysis
Testing Incremental Difficulty Design in Platformer Games
From Joysticks to Pokémon Go: Games and Play Research in SIGCHI
Recommender Systems for Personalized Gamification
CLEVER: A Gameful Enterprise Learning System
Left Them 4 Dead: Perception of Humans versus Non-Player Character Teammates in Cooperative Gameplay
Positive Gaming: Workshop on Gamification and Games for Wellbeing
Elements of Gameful Design Emerging from User Preferences
A Framework and Taxonomy of Videogame Playing Preferences
Curiously Motivated: Profiling Curiosity with Self-Reports and Behaviour Metrics in the Game “Destiny”
Gamification through the Application of Motivational Affordances for Physical Activity Technology
Exploring the Potential of Game Audio for Wellbeing
Using technology to boost employee wellbeing? How gamification can help or hinder results
A Theory of Gamification Principles Through Goal-Setting Theory
Gamification of Older Adults’ Physical Activity: An Eight-Week Study
Personalizing Persuasive Strategies in Gameful Systems to Gamification User Types
Vanishing Importance: Studying Immersive Effects of Game Audio Perception on Player Experiences in Virtual Reality
KickAR: Exploring Game Balancing Through Boosts and Handicaps in Augmented Reality Table Football
Investigating the Impact of Annotation Interfaces on Player Performance in Distributed Multiplayer Games
Effect of personalized gameful design on student engagement
Gamification: Tools and Techniques for Motivating Users
Towards Customizing Gameful Systems by Gameful Design Elements
Computer Games As Learning Tools: Teachers Attitudes & Behaviors
Exploring the Role of Non-Player Characters and Gender in Player Identification
Towards the Visual Design of Non-Player Characters for Narrative Roles
Practical Insights into the Design of Future Disaster Response Training Simulations
Gameful Design Heuristics: A Gamification Inspection Tool
“I don't fit into a single type”: A Trait Model and Scale of Game Playing Preferences
The quest for a better tailoring of gameful design: An analysis of player type preferences
Biologically-Inspired Gameplay: Movement Algorithms for Artificially Intelligent (AI) Non-Player Characters (NPC)
Crushed it!: Interactive Floor Demonstration
User Experience (UX) Research in Games
The Impact of Using a Gamified Interface on Engagement in a Warehousing Management Task: A NeuroIS Research Proposal
Toward Understanding the Effects of Cognitive Styles on Collaboration in Multiplayer Games
Games User Research Methods
How to Write CHI Papers: Second Edition
Games and Play SIG: Engaging Small Developer Communities
Information Visualisation, Gamification and Immersive Technologies in Participatory Planning
GazeTap: towards hands-free interaction in the operating room
The Adoption of Physiological Measures as an Evaluation Tool in UX
How to Write CHI Papers (Third Edition)
Motivational Affordances for Older Adults’ Physical Activity Technology: An Expert Evaluation
Player Characteristics and Video Game Preferences
A Pilot Study of a Digital Skill Tree in Gameful Education
Audio Habits and Motivations in Video Game Players
Effects of Background Music on Risk-Taking and General Player Experience
Towards Socially Immersive Fitness Games: An Exploratory Evaluation Through Embodied Sketching
Take Back Control: Effects of Player Influence on Procedural Level Generation.
Exploring Interaction Fidelity in Virtual Reality: Object Manipulation and Whole-Body Movements
ExerCube vs. Personal Trainer: Evaluating a Holistic, Immersive, and Adaptive Fitness Game Setup.
JumpVR: Jump-Based Locomotion Augmentation for Virtual Reality
Textile Manager: Design and Development of a Persuasive Game about Sustainable Textile Production
HexArcade: Predicting Hexad User Types By Using Gameful Applications
Older Adults’ Motivation for Physical Activity Using Gamified Technology: An Eight-Week Experimental Study
Food Literacy while Shopping: Motivating Informed Food Purchasing Behaviour with a Situated Gameful App
Keep Calm and Ride Along: Passenger Comfort and Anxiety as Physiological Responses to Autonomous Driving Styles
Cross-Car, Multiplayer Games for Semi-Autonomous Driving
" It Started as a Joke" On the Design of Idle Game
Defining Gamification Video
Design and preliminary validation of the player experience inventory
Gamifying Research: Strategies, Opportunities, Challenges, Ethics
Actionable Inexpensive Games User Research.
The Potential Disconnect between Time Perception and Immersion: Effects of Music on VR Player Experience
Evaluating VR Driving Simulation from a Player Experience Perspective
Configuration management of embedded operating systems using application-oriented system design
Towards Player-Centric Adaptivity: Interactions of Gameplay Behaviour and Player Traits in a Survival Game
Bool the Miner: Relying on Ghost Companions to Solve Boolean Equations
Integrated Questionnaires: Maintaining Presence in Game Environments for Self-Reported Data Acquisition
Proceedings of the positive gaming: Workshop on gamification and games for wellbeing–Preface
The QoS-MO Ontology for Semantic QoS Modeling
Gaming to sit safe: the restricted body as an integral part of gameplay
Gamification journey: A Novel approach for classifying gamer types for gamified educational systems
Understanding difficulty, your brain and challenge
Do Cognitive Styles Influence Collective Sensemaking in Distributed Multiplayer Games?
Rising to the Challenge: An Emotion-Driven Approach Toward Adaptive Serious Games
Bringing Game Design and Affective Evaluation to User Research and User Experience
Investigating the effects of gamifying homework on students' perceived satisfaction, behavioral intention and intrinsic motivation
Micro Design Approach for Gamifying Students’ Assignments
Learning Analytics and Perceived Experience of Gamifying Homework Assignments
Gamifying Learning Assignments with Micro Design Approach
Gamification in Massive Open Online Courses (MOOCs) to Support Chinese Language Learning
Proposed Model for Using Open Educational Resources in Massive Open Online Courses (MOOCs)
Gustavo Fortes Tondello and Lennart Nacke. 2017. Applying Gameful Design Heuristics. .
Lennart Nacke. 2017. How to Write and Review CHI Papers. .
Rita Orji, Lennart Nacke, and Chrysanne Di Marco. 2017. Towards Personality-driven Persuasive Health Games and Gamified Systems. .
Zachary Toups, Nicole Crenshaw, Rina Wehbe, Gustavo Fortes Tondello, and Lennart Nacke. 2016. “The Collecting Itself Feels Good”: Towards Collection Interfaces for Digital Game Objects. .
Rina Wehbe, Diane Watson, Gustavo Fortes Tondello, Marim Ganaba, Melissa Stocco, Alvin Lee, and Lennart Nacke. 2016. ABOVE WATER: An Educational Game for Anxiety. .
Rina Wehbe, Diane Watson, Gustavo Fortes Tondello, and Lennart Nacke. 2016. ABOVE WATER: Extending the Play Space for Health. .
Gustavo Fortes Tondello, Rina Wehbe, and Lennart Nacke. 2016. CHI PLAYGUE: A Mobile Conference Networking Game. .
Dominic Elm, Gustavo Fortes Tondello, Dennis Kappen, Marim Ganaba, Melissa Stocco, and Lennart Nacke. 2016. CLEVER: A Trivia and Strategy Game for Enterprise Knowledge Learning. .
Dominic Elm, Dennis Kappen, Gustavo Fortes Tondello, and Lennart Nacke. 2016. CLEVER: Gamification and Enterprise Knowledge Learning. .
Dennis Kappen, Lennart Nacke, Kathrin Gerling, and Lia Tsotos. 2016. Design Strategies for Gamified Physical Activity Applications for Older Adults. .
Naeem Moosajee and Pejman Mirza-Babaei. 2016. Games User Research (GUR) for Indie Studios. .
Gustavo Fortes Tondello, Dennis Kappen, Elisa Mekler, Marim Ganaba, and Lennart Nacke. 2016. Heuristic Evaluation for Gameful Design. .
Deepika Vaddi, Zachary Toups, Igor Dolgov, Rina Wehbe, and Lennart Nacke. 2016. Investigating the Impact of Cooperative Communication Mechanics on Player Performance in Portal 2. .
Lennart Nacke, Christiane Moser, Anders Drachen, Pejman Mirza-Babaei, Andrea Abney, and Zhu (Cole) Zhenyu. 2016. Lightweight Games User Research for Indies and Non-Profit Organizations. .
Gustavo Fortes Tondello, Rina Wehbe, Lisa Diamond, Marc Busch, Andrzej Marczewski, and Lennart Nacke. 2016. The Gamification User Types Hexad Scale. .
Dennis Kappen. 2015. Adaptive Engagement of Older Adults’ Fitness through Gamification. .
Daniel Johnson, Lennart Nacke, and Peta Wyeth. 2015. All about that Base: Differing Player Experiences in Video Game Genres and the Unique Case of MOBA Games. .
Gustavo Fortes Tondello, Rina Wehbe, Samantha Stahlke, Amanda Leo, Rylan Koroluk, and Lennart Nacke. 2015. CHI PLAYGUE: A Networking Game of Emergent Sociality. .
Rina Wehbe and Lennart Nacke. 2015. Data Synchronization in Games User Research. .
Marc Busch, Elke Mattheiss, Rita Orji, Andrzej Marczewski, Wolfgang Hochleitner, Michael Lankes, Lennart Nacke, and Manfred Tscheligi. 2015. Personalization in Serious and Persuasive Games and Gamified Interactions. .
Lisa Diamond, Gustavo Fortes Tondello, Andrzej Marczewski, Lennart Nacke, and Manfred Tscheligi. 2015. The HEXAD Gamification User Types Questionnaire : Background and Development Process. .
Zachary Toups, Gustavo Fortes Tondello, Rina Wehbe, Lennart Nacke, and Nicole Crenshaw. 2015. Toward Understanding Why Players Value In-Game Collections. .
Gustavo Fortes Tondello, Rina Wehbe, and Lennart Nacke. 2015. Towards a Personalized Playful Digital Wellness Assistant. .
Rina Wehbe and Lennart Nacke. 2015. Towards Understanding the Importance of Co-Located Gameplay. .
Gustavo Fortes Tondello, Rina Wehbe, Zachary Toups, Lennart Nacke, and Nicole Crenshaw. 2015. Understanding Player Attitudes Towards Digital Game Objects. .
Deepika Vaddi, Rina Wehbe, Zachary Toups, Samantha Stahlke, Rylan Koroluk, and Lennart Nacke. 2015. Validating Test Chambers to Study Cooperative Communication Mechanics in Portal 2. .
Lennart Nacke, João Costa, Dennis Kappen, James Robb, and Daniel Buckstein. 2014. Developing Iconic and Semi-Iconic Game Controllers. .
Dennis Kappen, Pejman Mirza-Babaei, Jens Johannsmeier, Daniel Buckstein, James Robb, and Lennart Nacke. 2014. Engaged by Boos and Cheers: The Effect of Co-Located Game Audiences on Social Player Experience. .
Pedro Nogueira, Rúben Aguiar, Rui Rodrigues, Eugénio Oliveira, and Lennart Nacke. 2014. Fuzzy Affective Player Models: A Physiology-Based Hierarchical Clustering Method. .
Lennart Nacke, Pejman Mirza-Babaei, Magy Seif El-Nasr, Heather Desurvire, and Regina Bernhaupt. 2014. Games and Entertainment Community SIG: Reaching Beyond CHI. .
Pejman Mirza-Babaei and Lennart Nacke. 2014. Introducing the Biometric Storyboards Tool for Games User Research. .
João Costa, James Robb, and Lennart Nacke. 2014. Physiological Acrophobia Evaluation Through In Vivo Exposure in a VR CAVE. .
Veronica Zammitto, Pejman Mirza-Babaei, Ian Livingston, Marina Kobayashi, and Lennart Nacke. 2014. Player Experience: Mixed Methods and Reporting Results. .
Lennart Nacke, Matthias Klauser, and Paul Prescod. 2014. Social Player Analytics in a Facebook Health Game. .
Daniel Johnson, Christopher N. Watling, John Gardner, and Lennart Nacke. 2014. The Edge of Glory: The Relationship Between Metacritic Scores and Player Experience. .
Pejman Mirza-Babaei, Nathan Gale, João Costa, Lennart Nacke, and Daniel Johnson. 2014. Understanding Expectations with Multiple Controllers in an Augmented Reality Videogame. .
Pejman Mirza-Babaei, Günter Wallner, Graham McAllister, and Lennart Nacke. 2014. Unified Visualization of Quantitative and Qualitative Playtesting Data. .
Pedro Nogueira, Rui Rodrigues, Eugénio Oliveira, and Lennart Nacke. 2013. A Hybrid Approach at Emotional State Detection: Merging Theoretical Models of Emotion with Data-Driven Statistical Classifiers. .
Rina Wehbe and Lennart Nacke. 2013. An Introduction to EEG Analysis Techniques and Brain-Computer Interfaces for Games User Researchers. .
William Ellick, Pejman Mirza-Babaei, Sharon Wood, Duncan Smith, and Lennart Nacke. 2013. Assessing User Preference of Video Game Controller Button Settings. .
Dennis Kappen, Jens Johannsmeier, and Lennart Nacke. 2013. Deconstructing 'Gamified' Task-Management Applications. .
Georgios Christou, Effie Lai-Chong Law, David Geerts, Lennart Nacke, and Panayiotis Zaphiris. 2013. Designing and Evaluating Sociability in Online Video Games. .
Sebastian Deterding, Staffan Björk, Lennart Nacke, Dan Dixon, and Elizabeth Lawley. 2013. Designing Gamification: Creating Gameful and Playful Experiences. .
Rina Wehbe, Dennis Kappen, David Rojas, Matthias Klauser, Bill Kapralos, and Lennart Nacke. 2013. EEG-Based Assessment of Video and In-Game Learning. .
Dennis Kappen, John Gregory, Daniel Stepchenko, Rina Wehbe, and Lennart Nacke. 2013. Exploring Social Interaction in Co-Located Multiplayer Games. .
Pejman Mirza-Babaei, Veronica Zammitto, Joerg Niesenhaus, Mirweis Sangin, and Lennart Nacke. 2013. Games User Research: Practice, Methods, and Applications. .
Pedro Nogueira, Rui Rodrigues, Eugénio Oliveira, and Lennart Nacke. 2013. Guided Emotional State Regulation: Understanding and Shaping Players' Affective Experiences in Digital Games. .
Pejman Mirza-Babaei, Lennart Nacke, John Gregory, Nick Collins, and Geraldine Fitzpatrick. 2013. How Does It Play Better? Exploring User Testing and Biometric Storyboards in Games User Research. .
Dennis Kappen and Lennart Nacke. 2013. The Kaleidoscope of Effective Gamification: Deconstructing Gamification in Business Applications. .
João Costa, Rina Wehbe, James Robb, and Lennart Nacke. 2013. Time's Up: Studying Leaderboards for Engaging Punctual Behaviour. .
Gregor McEwan, Carl Gutwin, Regan Mandryk, and Lennart Nacke. 2012. "I'm Just Here to Play Games": Social Dynamics and Sociality in an Online Game Site. .
Pejman Mirza-Babaei, Lennart Nacke, Geraldine Fitzpatrick, Gareth White, Graham McAllister, and Nick Collins. 2012. Biometric Storyboards: Visualising Game User Research Data. .
Raphaël Marczak, Jasper van Vught, Gareth Schott, and Lennart Nacke. 2012. Feedback-Based Gameplay Metrics: Measuring Player Experience via Automatic Visual Analysis. .
Lennart Nacke. 2012. Flow in Games: Proposing a Flow Experience Model. .
Kathrin Gerling, Ian Livingston, Lennart Nacke, and Regan Mandryk. 2012. Full-Body Motion-Based Game Interaction for Older Adults. .
Magy Seif El-Nasr, Heather Desurvire, Lennart Nacke, Anders Drachen, Licia Calvi, Katherine Isbister, and Regina Bernhaupt. 2012. Game User Research. .
Elizabeth Bonsignore, Derek Hansen, Zachary Toups, Lennart Nacke, Anastasia Salter, and Wayne Lutters. 2012. Mixed Reality Games. .
Kathrin Gerling, Ian Livingston, Lennart Nacke, and Regan Mandryk. 2012. Motion-Based Game Design for Older Adults. .
Arnie Lund, Annuska Perkins, Sri Kurniawan, and Lennart Nacke. 2011. Accessible Games SIG. .
Lennart Nacke, Michael Kalyn, Calvin Lough, and Regan Mandryk. 2011. Biofeedback Game Design: Using Direct and Indirect Physiological Control to Enhance Game Interaction. .
Stephen Fairclough, Kiel Gilleade, Lennart Nacke, and Regan Mandryk. 2011. Brain and Body Interfaces: Designing for Meaningful Interaction. .
David Flatla, Carl Gutwin, Lennart Nacke, Scott Bateman, and Regan Mandryk. 2011. Calibration Games : Making Calibration Tasks Enjoyable by Adding Motivating Game Elements. .
Lennart Nacke. 2011. Directions in Physiological Game Evaluation and Interaction. .
Sebastian Deterding, Dan Dixon, Rilla Khaled, and Lennart Nacke. 2011. From Game Design Elements to Gamefulness: Defining "Gamification". .
Sebastian Deterding, Rilla Khaled, Lennart Nacke, and Dan Dixon. 2011. Gamification: Toward a Definition. .
Sebastian Deterding, Miguel Sicart, Lennart Nacke, Kenton O'Hara, and Dan Dixon. 2011. Gamification: Using Game Design Elements in Non-Gaming Contexts. .
Chris Bateman, Rebecca Lowenhaupt, and Lennart Nacke. 2011. Player Typology in Theory and Practice. .
Ian Livingston, Lennart Nacke, and Regan Mandryk. 2011. The Impact of Negative Game Reviews and User Comments on Player Experience. .
Sophie Stellmach, Lennart Nacke, and Raimund Dachselt. 2010. 3D Attentional Maps: Aggregated Gaze Visualizations in Three-Dimensional Virtual Environments. .
Sophie Stellmach, Lennart Nacke, and Raimund Dachselt. 2010. Advanced Gaze Visualizations for Three-Dimensional Virtual Environments. .
Audrey Girouard, Erin Solovey, Regan Mandryk, Desney Tan, Lennart Nacke, and Robert Jacob. 2010. Brain, Body and Bytes: Psychophysiological User Interaction. .
Anders Drachen, Lennart Nacke, Georgios Yannakakis, and Anja Pedersen. 2010. Correlation Between Heart Rate, Electrodermal Activity and Player Experience in First-Person Shooter Games. .
Chris Bateman and Lennart Nacke. 2010. The Neurobiology of Play. .
Lennart Nacke. 2010. Wiimote vs. Controller: Electroencephalographic Measurement of Affective Gameplay Interaction. .
Lennart Nacke. 2009. From Playability to a Hierarchical Game Usability Model. .
Lennart Nacke, Sophie Stellmach, Dennis Sasse, and Craig Lindley. 2009. Gameplay Experience in a Gaze Interaction Game. .
Lennart Nacke, Anders Drachen, Kai Kuikkaniemi, Joerg Niesenhaus, Hannu Korhonen, Wouter Hoogen, Karolien Poels, Wijnand A. IJsselsteijn, and Yvonne Kort. 2009. Playability and Player Experience Research. .
Sophie Stellmach, Lennart Nacke, Raimund Dachselt, and Craig Lindley. 2009. Trends and Techniques in Visual Gaze Analysis. .
Rina Wehbe, Elisa Mekler, Mike Schäkermann, Edward Lank, and Lennart Nacke. 2017. Testing Incremental Difficulty Design in Platformer Games. .
Lennart Nacke, Zachary Toups, and Daniel Johnson. 2017. From Joysticks to Pokémon Go: Games and Play Research in SIGCHI. .
Gustavo Fortes Tondello, Rita Orji, and Lennart Nacke. 2017. Recommender Systems for Personalized Gamification. .
Dominic Elm, Gustavo Fortes Tondello, and Lennart Nacke. 2017. CLEVER: A Gameful Enterprise Learning System. .
Rina Wehbe, Edward Lank, and Lennart Nacke. 2017. Left Them 4 Dead: Perception of Humans versus Non-Player Character Teammates in Cooperative Gameplay. .
Gustavo Fortes Tondello, Rita Orji, Kellie Vella, Daniel Johnson, Marierose van Dooren, and Lennart Nacke. 2017. Positive Gaming: Workshop on Gamification and Games for Wellbeing. .
Gustavo Fortes Tondello, Alberto Mora, and Lennart Nacke. 2017. Elements of Gameful Design Emerging from User Preferences. .
Gustavo Fortes Tondello, Rina Wehbe, Rita Orji, Giovanni Ribeiro, and Lennart Nacke. 2017. A Framework and Taxonomy of Videogame Playing Preferences. .
Mike Schäkermann, Giovanni Ribeiro, Guenter Wallner, Simone Kriglstein, Daniel Johnson, Anders Drachen, Rafet Sifa, and Lennart Nacke. 2017. Curiously Motivated: Profiling Curiosity with Self-Reports and Behaviour Metrics in the Game “Destiny”. .
Dennis Kappen, Pejman Mirza-Babaei, and Lennart Nacke. 2017. Gamification through the Application of Motivational Affordances for Physical Activity Technology. .
Katja Rogers and Lennart Nacke. 2017. Exploring the Potential of Game Audio for Wellbeing. .
Ekaterina Pogrebtsova, Gustavo Fortes Tondello, Hardy Premsukh, and Lennart Nacke. 2017. Using technology to boost employee wellbeing? How gamification can help or hinder results. .
Gustavo Fortes Tondello, Hardy Premsukh, and Lennart Nacke. 2018. A Theory of Gamification Principles Through Goal-Setting Theory. .
Dennis Kappen, Pejman Mirza-Babaei, and Lennart Nacke. 2018. Gamification of Older Adults’ Physical Activity: An Eight-Week Study. .
Rita Orji, Gustavo Fortes Tondello, and Lennart Nacke. 2018. Personalizing Persuasive Strategies in Gameful Systems to Gamification User Types. .
Katja Rogers, Giovanni Ribeiro, Rina Wehbe, Michael Weber, and Lennart Nacke. 2018. Vanishing Importance: Studying Immersive Effects of Game Audio Perception on Player Experiences in Virtual Reality. .
Katja Rogers, Mark Colley, David Lehr, Julian Frommel, Marcel Walch, Lennart Nacke, and Michael Weber. 2018. KickAR: Exploring Game Balancing Through Boosts and Handicaps in Augmented Reality Table Football. .
Sultan Alharthi, Ruth Castillo, Ahmed Khalaf, Zachary Toups, Igor Dolgov, and Lennart Nacke. 2018. Investigating the Impact of Annotation Interfaces on Player Performance in Distributed Multiplayer Games. .
Alberto Mora, Gustavo Fortes Tondello, Lennart Nacke, and Joan Arnedo-Moreno. 2018. Effect of personalized gameful design on student engagement. .
Gustavo Fortes Tondello and Lennart Nacke. 2018. Gamification: Tools and Techniques for Motivating Users. .
Gustavo Fortes Tondello and Lennart Nacke. 2018. Towards Customizing Gameful Systems by Gameful Design Elements. .
Ruth Castillo. 2018. Computer Games As Learning Tools: Teachers Attitudes & Behaviors. .
Katja Rogers, Maria Aufheimer, Michael Weber, and Lennart Nacke. 2018. Exploring the Role of Non-Player Characters and Gender in Player Identification. .
Katja Rogers, Maria Aufheimer, Michael Weber, and Lennart Nacke. 2018. Towards the Visual Design of Non-Player Characters for Narrative Roles. .
Sultan Alharthi, Nicolas LaLone, Ahmed Khalaf, Ruth Castillo, Lennart Nacke, Igor Dolgov, and Zachary Toups. 2018. Practical Insights into the Design of Future Disaster Response Training Simulations. .
Gustavo Fortes Tondello, Dennis Kappen, Marim Ganaba, and Lennart Nacke. 2019. Gameful Design Heuristics: A Gamification Inspection Tool. .
Gustavo Fortes Tondello, Karina Arrambide, Giovanni Ribeiro, Andrew Cen, and Lennart Nacke. 2019. “I don't fit into a single type”: A Trait Model and Scale of Game Playing Preferences. .
Alberto Mora, Gustavo Fortes Tondello, Laura Calvet, Carina González, Joan Arnedo-Moreno, and Lennart Nacke. 2019. The quest for a better tailoring of gameful design: An analysis of player type preferences. .
Rina Wehbe, Giovanni Ribeiro, Kenny Fung, Lennart Nacke, and Edward Lank. 2019. Biologically-Inspired Gameplay: Movement Algorithms for Artificially Intelligent (AI) Non-Player Characters (NPC). .
Rina Wehbe, Kai Bornemann, Benjamin Hatscher, Joseph Tu, Lisa Freiman Cormier, Christian Hansen, Edward Lank, and Lennart Nacke. 2019. Crushed it!: Interactive Floor Demonstration. .
Lennart Nacke, Pejman Mirza-Babaei, and Anders Drachen. 2019. User Experience (UX) Research in Games. .
Mario Passalacqua, Pierre-Majorique Léger, Sylvain Sénécal, Marc Fredette, Lennart 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. .
Sultan Alharthi, George Raptis, Christina Katsini, Igor Dolgov, Lennart Nacke, and Zachary Toups. 2018. Toward Understanding the Effects of Cognitive Styles on Collaboration in Multiplayer Games. .
Pejman Mirza-Babaei, Lennart Nacke, and Anders Drachen. 2018. Games User Research Methods. .
Lennart Nacke. 2018. How to Write CHI Papers: Second Edition. .
Lennart Nacke, Pejman Mirza-Babaei, Katta Spiel, Zachary Toups, and Katherine Isbister. 2018. Games and Play SIG: Engaging Small Developer Communities. .
Nektarios Christodoulou, Andreas Papallas, Zona Kostic, and Lennart Nacke. 2018. Information Visualisation, Gamification and Immersive Technologies in Participatory Planning. .
Benjamin Hatscher, Maria Luz, Lennart Nacke, Norbert Elkmann, Veit Müller, and Christian Hansen. 2017. GazeTap: towards hands-free interaction in the operating room. .
Vanessa Georges, François Courtemanche, Sylvain Sénécal, Pierre-Majorique Léger, Lennart Nacke, and Romain Pourchon. 2017. The Adoption of Physiological Measures as an Evaluation Tool in UX. .
Lennart Nacke. 2019. How to Write CHI Papers (Third Edition). .
Dennis Kappen, Pejman Mirza-Babaei, and Lennart Nacke. 2019. Motivational Affordances for Older Adults’ Physical Activity Technology: An Expert Evaluation. .
Gustavo Fortes Tondello and Lennart Nacke. 2019. Player Characteristics and Video Game Preferences. .
Gustavo Fortes Tondello and Lennart Nacke. 2019. A Pilot Study of a Digital Skill Tree in Gameful Education. .
Katja Rogers and Michael Weber. 2019. Audio Habits and Motivations in Video Game Players. .
Katja Rogers, Matthias Jörg, and Michael Weber. 2019. Effects of Background Music on Risk-Taking and General Player Experience. .
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. .
Julian Frommel, Dietmar Puschmann, Katja Rogers, and Michael Weber. 2019. Take Back Control: Effects of Player Influence on Procedural Level Generation.. .
Katja Rogers, Jana Funke, Julian Frommel, Sven Stamm, and Michael Weber. 2019. Exploring Interaction Fidelity in Virtual Reality: Object Manipulation and Whole-Body Movements. .
Anna-Lisa Martin-Niedecken, Katja Rogers, Laia Turmo Vidal, Elisa Mekler, and Elena Márquez Segura. 2019. ExerCube vs. Personal Trainer: Evaluating a Holistic, Immersive, and Adaptive Fitness Game Setup.. .
Dennis Wolf, Katja Rogers, Christoph Kunder, and Enrico Rukzio. 2020. JumpVR: Jump-Based Locomotion Augmentation for Virtual Reality. .
Katja Rogers, Michael Olah, and Michael Weber. 2018. Textile Manager: Design and Development of a Persuasive Game about Sustainable Textile Production. .
Maximilian Altmeyer , Gustavo Fortes Tondello, Antonio Krüger, and Lennart Nacke. 2020. HexArcade: Predicting Hexad User Types By Using Gameful Applications. .
Dennis Kappen, Pejman Mirza-Babaei, and Lennart Nacke. 2020. Older Adults’ Motivation for Physical Activity Using Gamified Technology: An Eight-Week Experimental Study. .
Marcela Bomfim, Sharon Kirkpatrick, Lennart Nacke, and James Wallace. 2020. Food Literacy while Shopping: Motivating Informed Food Purchasing Behaviour with a Situated Gameful App. .
Nicole Dillen , Marco Ilievski, Edith Law, Lennart Nacke, Krzysztof Czarnecki, and Oliver Schneider. 2020. Keep Calm and Ride Along: Passenger Comfort and Anxiety as Physiological Responses to Autonomous Driving Styles. .
Matthew Lakier, Lennart Nacke, Takeo Igarashi, and Daniel Vogel. 2019. Cross-Car, Multiplayer Games for Semi-Autonomous Driving. .
Katta Spiel, Sultan Alharthi, Andrew Cen, Jessica Hammer, Lennart Nacke, Zachary Toups, and Tess Tanenbaum. 2019. " It Started as a Joke" On the Design of Idle Game. .
Melissa Stocco, Marim Ganaba, Gustavo Fortes Tondello, and Lennart Nacke. 2017. Defining Gamification Video. .
Vero Vanden Abeele, Lennart Nacke, Elisa Mekler, and Daniel Johnson. 2016. Design and preliminary validation of the player experience inventory. .
Sebastian Deterding, Alessandro Canossa, Casper Harteveld, Seth Cooper, Lennart Nacke, and Jennifer Whitson. 2015. Gamifying Research: Strategies, Opportunities, Challenges, Ethics. .
Lennart Nacke, Steve Engels, and Pejman Mirza-Babaei. 2015. Actionable Inexpensive Games User Research.. .
Katja Rogers, Maximillian Milo, and Michael Weber. 2020. The Potential Disconnect between Time Perception and Immersion: Effects of Music on VR Player Experience. .
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. .
Gustavo Fortes Tondello and Antonio Frohlich. 2004. Configuration management of embedded operating systems using application-oriented system design. .
Katja Rogers, Clemens Kamm, and Michael Weber. 2016. Towards Player-Centric Adaptivity: Interactions of Gameplay Behaviour and Player Traits in a Survival Game. .
Maria Aufheimer, Johannes Bonenberger, David Klein, Imin Kurashvili, and Katja Rogers. 2016. Bool the Miner: Relying on Ghost Companions to Solve Boolean Equations. .
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. .
Gustavo Fortes Tondello, Daniel Johnson, Rita Orji, Marierose van Dooren, and Kellie Vella. 2017. Proceedings of the positive gaming: Workshop on gamification and games for wellbeing–Preface. .
Gustavo Fortes Tondello and Frank Siqueira. 2016. The QoS-MO Ontology for Semantic QoS Modeling. .
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. .
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. .
Rina Wehbe. 2014. Understanding difficulty, your brain and challenge. .
Sultan Alharthi, George Raptis, Christina Katsini, Igor Dolgov, Lennart Nacke, and Zachary Toups. 2019. Do Cognitive Styles Influence Collective Sensemaking in Distributed Multiplayer 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. .
Lennart 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. .
Ahmed Hosny Saleh Metwally, Ahmed Mohamed Fahmy Yousef, and Wang Yining. 2019. Investigating the effects of gamifying homework on students' perceived satisfaction, behavioral intention and intrinsic motivation. .
Ahmed Hosny Saleh Metwally, Ahmed Mohamed Fahmy Yousef, and Wang Yining. 2020. Micro Design Approach for Gamifying Students’ Assignments. .
Ahmed Hosny Saleh Metwally, Ahmed Mohamed Fahmy Yousef, and Wang Yining. 2020. Learning Analytics and Perceived Experience of Gamifying Homework Assignments. .
Ahmed Hosny Saleh Metwally, Ahmed Mohamed Fahmy Yousef, and Wang Yining. 2020. Gamifying Learning Assignments with Micro Design Approach. .
Ahmed Hosny Saleh Metwally and Wang Yining. 2017. Gamification in Massive Open Online Courses (MOOCs) to Support Chinese Language Learning. .
Ahmed Hosny Saleh Metwally and Wang Yining. 2017. Proposed Model for Using Open Educational Resources in Massive Open Online Courses (MOOCs). .