Publications

Year 2017


A Framework and Taxonomy of Videogame Playing Preferences

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

Applying Gameful Design Heuristics

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

CLEVER: A Gameful Enterprise Learning System

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

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

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

Elements of Gameful Design Emerging from User Preferences

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

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

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

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

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

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 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: 1-5. 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

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. In Proceedings of UMAP’17 Adjunct. Bratislava, Slovakia. ACM, 395-397.

Year 2016


“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

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:10.1145/2968120.2987745

CLEVER: Gamification and Enterprise Knowledge Learning

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

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 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

The Gamification User Types Hexad Scale

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

Year 2015


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

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.

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

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.

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

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

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

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

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.

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 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

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

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: 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

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

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: 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

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

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

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. .

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. In Mark Grimshaw. Eds. Game Sound Technology and Player Interaction: Concepts and Developments. 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. .

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.

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. .

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.