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You are here: Home / Archives for Gustavo Tondello

Gustavo Tondello

Dr. Gustavo Tondello was an instructor and support coordinator for the Cheriton School of Computer Science. He was a Ph.D. student at the University of Waterloo under the supervision of Dr. Lennart Nacke and Dr. Daniel Vogel and a graduate researcher at the HCI Games Group. He is a co-founder of MotiviUX and a member of the International Gamification Federation. His research interests include gamification and games for health, wellbeing, and learning, user experience in gamification, and gameful design methods. His work focuses on the design and personalization of gameful applications. His publications advanced the current knowledge on player and user motivations in games and gameful applications and introduced new frameworks and approaches to designing personalized gameful applications and serious games. He periodically blogs about gamification for the HCI Games Group and on his personal blog, Gameful Bits. Before coming to Canada, Gustavo earned his M.Sc. in Computer Science and his B.Sc. in Information Systems from the Federal University of Santa Catarina (UFSC) and worked for several years as a Software Engineer in Brazil. Gustavo is also a Logosophy researcher affiliated with the Logosophical Foundation of Brazil and North America.

Goal setting theory x Gamification

Understanding Gamification Through Goal-Setting Theory

Written by Gustavo Tondello of the HCI Games Group. Goal-setting theory has been used for decades to explain how to motivate people to perform better in work-related tasks by setting and monitoring goals. Gamification is also inherently a goal-oriented activity, aimed at fostering motivation; therefore, it is logic to expect that these two practices would …

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CHI 2017 Impressions

Attending conferences to present your own work and hear about the work of others is an important part of academic life. As HCI (human-computer interaction) researchers, one of the highlights of each one of our years is attending the top conference in our field, CHI (the ACM Conference on Human Factors in Computing Systems). This …

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Designing Keyboards for an Aging Population

Written by Colin Whaley. For most people, physically using computer peripherals is not a usability barrier — a keyboard is a keyboard is a keyboard, right? However, for the elderly or those with nerve damage, both sensory and motor problems may make the use of such computer peripherals uncomfortable or even painful. At the University of Waterloo, …

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Collection Interfaces for Digital Game Objects

Written by Gustavo Tondello. The HCI Games Group collaborated with a research project that also involved the Play & Interactive Experiences for Learning Lab at the New Mexico State University and the University of California at Irvine to investigate player behaviour regarding the collection of digital objects in games. The study aimed to understand what …

Read moreCollection Interfaces for Digital Game Objects
CHI-2016-keynote

Jamie Madigan’s 30 Ideas Keynote at CHI PLAY 2016

Written by Lennart Nacke. I am at the CHI PLAY conference (a conference series that I started 3 years ago in Toronto) in Austin, Texas and the conference just began with a great keynote from Jamie Madigan of The Psychology of Games. Look, it's @JamieMadigan kicking off #chiplay16 with https://t.co/rZFh5W06U0 pic.twitter.com/02th3IoQcH — Lennart Nacke #UX …

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CLEVER

CLEVER: Gamification and Enterprise Knowledge Learning

Written by Dominic Elm, Dennis Kappen, Gustavo Tondello, and Lennart Nacke. CLEVER will be demonstrated during the Student Game Design Competition at CHI PLAY ’16. Knowledge management (KM) represents the process of effectively capturing, documenting, assimilating, sharing, and deploying organizational knowledge [1,2]. Focused aggregation of such knowledge is critical for maximizing organizational objectives, as well …

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The Gamification User Types Hexad Scale

Written by Gustavo Tondello. Infographics by Marim Ganaba. Several studies have indicated the need for personalising gamified systems to users’ personalities. However, mapping user personality onto design elements is difficult. To address this problem, Marczewski developed the Gamification User Types Hexad framework, based on research on human motivation, player types, and practical design experience. He …

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Does Gamification Work in the Software Development Process?

Written by Alberto Mora. Puede leer la versión en español de este post aquí. A lot has been written about the benefits of gamification in recent years. When people talk about gamification they generally focus on sectors such as education, marketing, sales, energy, and health. However, there are a variety of different areas that could …

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Creatures of Habit — Examining Automatic Behaviour in Online Games

Written by Mike Schaekermann. In everyday life, we seldom do things for the first time. Instead, a large part of our behaviour is determined by habits rather than conscious motivation [1]. Therefore, it is not unreasonable to assume that habitual behaviour may also be a strong determinant for what we do as players in online …

Read moreCreatures of Habit — Examining Automatic Behaviour in Online Games

What is Gamification anyway?

You may have heard of word Gamification. It’s as much a buzzword as it is a new academic field. Many people are interested in what it is and how to use it effectively, but don’t know why it works. It’s clear why, since games excite us by driving our curiosity to discover something new. They …

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Pokémon Go has arrived in Canada

Written by Lennart E. Nacke, Director of the HCI Games Group. It happened this afternoon. I was on a weekend trip. Outside of town. Pokémon Go finally arrived in Canada. I did not believe what happened next. Pokémon GO is now available in Canada! Discover and capture Pokémon all around you. pic.twitter.com/uTXwIk85IZ — Pokémon GO …

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3 Inspiring Ways Gamification Is Being Used in Education

Written by Melissa Stocco. In my last post, I looked at the 15 ways gamification can be applied to education. I wanted to supplement my previous post by providing some concrete examples of how gamification is being used in the classroom. In addition, I made a list of tools for teachers and for students that …

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Biosignal Datasets for Emotion Recognition

Written by Mike Schaekermann. At the HCI Games Group, we love looking at emotion as a core driver of gameplay experience. One common technique used to find out how players experience a game prototype and what affective responses in-game interaction triggers, is to ask players how they feel after playing the game. For this purpose, …

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Three CHI 2016 Papers That Will Change the Way you Think About Game Design

Written by Lennart Nacke. If you work in the field of human-computer interaction, you are probably familiar with the field’s flagship conference: The Conference on Human Factors in Computing Systems also known as CHI. The conference attracts between 3,500–4,000 attendees every year (this year 3,876 people attended [2016]) and moves across different international locations. Last …

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15 Ways Gamification Can Be Applied to Education

Written by Melissa Stocco. A big challenge teachers face is presenting course material in a way that peaks their students’ interest and engages them to participate. Gamification is a technique teachers can use to get students involved in classroom activities and encourage them to learn course material. Gamification does this by using “game design elements …

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Repidly: A Lightweight Tool for the Collaborative Analysis of Biosignals and Gameplay Videos

Written by Mike Schaekermann of the HCI Games Group Analysing physiological biodata is often cumbersome, does often not have a fast turnaround and does not allow for collaborative annotation. In this blog post, I would like to present a lightweight collaborative web application that enables games user researchers, designers, and analysts to easily make use …

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Playful Interactions at CHI PLAY 2015

The HCI Games Group attended and presented several works at CHI PLAY 2015, the second edition of the ACM SIGCHI Annual Symposium on Computer-Human Interaction in Play. CHI PLAY is an international and interdisciplinary conference for researchers and professionals of all areas of play, games, and human-computer interaction, which fosters discussion of current high quality …

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The HCI Games Group will be at CHI PLAY 2015

The HCI Games Group will be at CHI PLAY 2015 next week in London, UK! If you are going to the Conference, come play our game CHI PLAYGUE with us! CHI PLAYGUE is a conference game designed to facilitate interaction among strangers and encourage social networking. To defend from a cybernetic alien invasion, each participant …

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The Gameful World

The Gameful World

The Gameful World is a book that aims to examine the key challenges of gamification and the ludification of culture, or, as presented by the editors, the Gameful World. It contains essays from more than 50 acknowledged experts representing both academia and industry. The collection is edited by Steffen P. Walz, Associate Professor and Director …

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The Use of Games and Play to Achieve Real-World Goals

In the last few years, there has been a growing interest in the application of game elements to real-life goals and tasks. These efforts are often directed towards self-improvement, encouraging positive lifestyle changes, and increasing motivation to complete work objectives. The idea of using games to modify activities that are not traditionally considered games is …

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