Applied Game Design for Non-Entertainment Systems
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Publications
HexArcade: Predicting Hexad User Types By Using Gameful Applications
Validation of User Preferences and Effects of Personalized Gamification on Task Performance
Defining Gameful Experience as a Psychological State Caused by Gameplay: Replacing the Term ‘Gamefulness’ with Three Distinct Constructs
Dynamic Personalization of Gameful Interactive Systems
Empirical Validation of the Gamification User Types Hexad Scale in English and Spanish
Gameful Design Heuristics: A Gamification Inspection Tool
Motivational Affordances for Older Adults’ Physical Activity Technology: An Expert Evaluation
Older Adults’ Physical Activity and Exergames: A Systematic Review
A Theory of Gamification Principles Through Goal-Setting Theory
Effect of personalized gameful design on student engagement
Gamification of Older Adults’ Physical Activity: An Eight-Week Study
Gamification: Tools and Techniques for Motivating Users
Personalizing Persuasive Strategies in Gameful Systems to Gamification User Types
Practical Insights into the Design of Future Disaster Response Training Simulations
Towards Customizing Gameful Systems by Gameful Design Elements
Adaptive engagement of older adults’ fitness through gamification
Applying Gameful Design Heuristics
CLEVER: A Gameful Enterprise Learning System
Elements of Gameful Design Emerging from User Preferences
Exploring the Potential of Game Audio for Wellbeing
Gamification through the Application of Motivational Affordances for Physical Activity Technology
Positive Gaming: Workshop on Gamification and Games for Wellbeing
Recommender Systems for Personalized Gamification
The maturing of gamification research
Towards Personality-driven Persuasive Health Games and Gamified Systems
Using technology to boost employee wellbeing? How gamification can help or hinder results
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
Heuristic Evaluation for Gameful Design
The Gamification User Types Hexad Scale
Adaptive Engagement of Older Adults’ Fitness through Gamification
CHI PLAYGUE: A Networking Game of Emergent Sociality
Personalization in Serious and Persuasive Games and Gamified Interactions
The HEXAD Gamification User Types Questionnaire : Background and Development Process
Towards a Personalized Playful Digital Wellness Assistant
Deconstructing 'Gamified' Task-Management Applications
Designing Gamification: Creating Gameful and Playful Experiences
The Kaleidoscope of Effective Gamification: Deconstructing Gamification in Business Applications
Time's Up: Studying Leaderboards for Engaging Punctual Behaviour
Calibration Games : Making Calibration Tasks Enjoyable by Adding Motivating Game Elements
From Game Design Elements to Gamefulness: Defining "Gamification"
Gamification: Toward a Definition
Gamification: Using Game Design Elements in Non-Gaming Contexts
Methods for Evaluating Gameplay Experience in a Serious Gaming Context
In the last couple of years, we have seen a rapid explosion of mass-market consumer software that takes deep inspiration from video games, especially from game design. This phenomenon has been called “gamification” and this game design trend connects existing concepts and research in human-computer interaction, psychology, and game studies, especially serious games, pervasive games, alternate reality games, and playful design. Using game design elements, such as reward or punishment systems, in non-game contexts to motivate user activity has rapidly gained traction in interaction design. This has spawned an intense debate within the professional game development community as well as the development of numerous “gamified” applications – ranging from productivity to finance, health, sustainability, news, user-generated content (UGC), and tutorials. Our goal in this research is to identify what game design elements are especially suitable to motivate behaviour in what areas of non-entertainment products.
Maximilian Altmeyer , Gustavo Fortes Tondello, Antonio Krüger, and Lennart Nacke. 2020. HexArcade: Predicting Hexad User Types By Using Gameful Applications. .
Gustavo Fortes Tondello and Lennart Nacke. 2020. Validation of User Preferences and Effects of Personalized Gamification on Task Performance. .
Richard Landers, Gustavo Fortes Tondello, Dennis Kappen, Andrew Collmus, Elisa Mekler, and Lennart Nacke. 2019. Defining Gameful Experience as a Psychological State Caused by Gameplay: Replacing the Term ‘Gamefulness’ with Three Distinct Constructs. .
Gustavo Fortes Tondello. 2019. Dynamic Personalization of Gameful Interactive Systems. .
Gustavo Fortes Tondello, Alberto Mora, Andrzej Marczewski, and Lennart Nacke. 2019. Empirical Validation of the Gamification User Types Hexad Scale in English and Spanish. .
Gustavo Fortes Tondello, Dennis Kappen, Marim Ganaba, and Lennart Nacke. 2019. Gameful Design Heuristics: A Gamification Inspection Tool. .
Dennis Kappen, Pejman Mirza-Babaei, and Lennart Nacke. 2019. Motivational Affordances for Older Adults’ Physical Activity Technology: An Expert Evaluation. .
Dennis Kappen, Pejman Mirza-Babaei, and Lennart Nacke. 2019. Older Adults’ Physical Activity and Exergames: A Systematic Review. .
Gustavo Fortes Tondello, Hardy Premsukh, and Lennart Nacke. 2018. A Theory of Gamification Principles Through Goal-Setting Theory. .
Alberto Mora, Gustavo Fortes Tondello, Lennart Nacke, and Joan Arnedo-Moreno. 2018. Effect of personalized gameful design on student engagement. .
Dennis Kappen, Pejman Mirza-Babaei, and Lennart Nacke. 2018. Gamification of Older Adults’ Physical Activity: An Eight-Week Study. .
Gustavo Fortes Tondello and Lennart Nacke. 2018. Gamification: Tools and Techniques for Motivating Users. .
Rita Orji, Gustavo Fortes Tondello, and Lennart Nacke. 2018. Personalizing Persuasive Strategies in Gameful Systems to Gamification User Types. .
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 and Lennart Nacke. 2018. Towards Customizing Gameful Systems by Gameful Design Elements. .
Dennis Kappen. 2017. Adaptive engagement of older adults’ fitness through gamification. .
Gustavo Fortes Tondello and Lennart Nacke. 2017. Applying Gameful Design Heuristics. .
Dominic Elm, Gustavo Fortes Tondello, and Lennart Nacke. 2017. CLEVER: A Gameful Enterprise Learning System. .
Gustavo Fortes Tondello, Alberto Mora, and Lennart Nacke. 2017. Elements of Gameful Design Emerging from User Preferences. .
Katja Rogers and Lennart Nacke. 2017. Exploring the Potential of Game Audio for Wellbeing. .
Dennis Kappen, Pejman Mirza-Babaei, and Lennart Nacke. 2017. Gamification through the Application of Motivational Affordances for Physical Activity Technology. .
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, Rita Orji, and Lennart Nacke. 2017. Recommender Systems for Personalized Gamification. .
Lennart Nacke and Sebastian Deterding. 2017. The maturing of gamification research. .
Rita Orji, Lennart Nacke, and Chrysanne Di Marco. 2017. Towards Personality-driven Persuasive Health Games and Gamified Systems. .
Ekaterina Pogrebtsova, Gustavo Fortes Tondello, Hardy Premsukh, and Lennart Nacke. 2017. Using technology to boost employee wellbeing? How gamification can help or hinder results. .
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. .
Gustavo Fortes Tondello, Dennis Kappen, Elisa Mekler, Marim Ganaba, and Lennart Nacke. 2016. Heuristic Evaluation for Gameful Design. .
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. .
Gustavo Fortes Tondello, Rina Wehbe, Samantha Stahlke, Amanda Leo, Rylan Koroluk, and Lennart Nacke. 2015. CHI PLAYGUE: A Networking Game of Emergent Sociality. .
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. .
Gustavo Fortes Tondello, Rina Wehbe, and Lennart Nacke. 2015. Towards a Personalized Playful Digital Wellness Assistant. .
Dennis Kappen, Jens Johannsmeier, and Lennart Nacke. 2013. Deconstructing 'Gamified' Task-Management Applications. .
Sebastian Deterding, Staffan Björk, Lennart Nacke, Dan Dixon, and Elizabeth Lawley. 2013. Designing Gamification: Creating Gameful and Playful Experiences. .
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. .
David Flatla, Carl Gutwin, Lennart Nacke, Scott Bateman, and Regan Mandryk. 2011. Calibration Games : Making Calibration Tasks Enjoyable by Adding Motivating Game Elements. .
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. .
Lennart Nacke, Anders Drachen, and Stefan Göbel. 2010. Methods for Evaluating Gameplay Experience in a Serious Gaming Context. .