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HCI Games Group

HCI Games Group

Researching Affective Systems and Engaging Interactions

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Project Details

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Developing and Analysing Adaptive, Enjoyable, and Engaging Human-Computer Interfaces

Funded by an NSERC Discovery grant to Professor Nacke, this research program investigates new ways of building engaging interfaces for games and entertainment applications.

People

Lead

Lennart Nacke
Director of the HCI Games Group

Members

Melissa Stocco
Undergraduate Researcher
Mike Schäkermann
Master's Student
Dominic Elm
Visiting Master's Student
Pejman Mirza-Babaei
Affiliated Faculty
Naeem Moosajee
Master's Student in Games User Research, Digital Wizard
James Robb
Master’s Student, Player Experience
Rylan Koroluk
Undergraduate Researcher
Jose Rodriguez
Master's Student
Amanda Leo
Lab Assistant
Samantha Stahlke
Lab Assistant, Charlatan of Doom, Official Comma Wrangler of the HCI Games Group
Henk-Jan de Groot
Lab Intern, Server Magician, and Specialist of Nontraditional Time Zones
Pedro Nogueira
External Ph.D. Student at University of Porto, Portugal
Brandon Hope
Web Wizard, Database Director, and Code Wrangler
Albert "Eddie" Shearer
Lab Man of Mystery
Daniel Stepchenko
Capstone Project: Magic Sensor Game
John Gregory
Capstone Project: Magic Sensor Game
Jens Johannsmeier
Lab Intern
Matthias Klauser
Ph.D. Student, Winter 2012
João Costa
Ph.D. Student, Novel Game Interaction Technologies and Immersive Game Design
Sedona Parnham
Lab Artist
Raphaël Marczak
External Ph.D. Student at University of Waikato, Signal Processing to Support PX Assessment
Elisa Mekler
Post Doctoral Fellow
Mirza Beig
Web and Social Media Content Developer
Marim Ganaba
Master's Student and UX Researcher
Mitchell Loewen
Undergraduate Researcher, Psychology
Mahir Hoque
Undergraduate Researcher, UX Design
Karina Arrambide
Ph.D. Student, Interactive Narrative and Decision-Making
Alberto Mora
Visiting Ph.D. Student, Gamification Elements
Michelle Alkema (Poon)
UX Researcher, Language Learning Games
Basim Sahaf
Undergraduate Researcher, Unity Development
Gustavo Fortes Tondello
Ph.D. Researcher, Personalization of Gameful Interactive Systems
Rina Wehbe
Ph.D. Student, Errors, Perception of AI, Health Games
Dennis Kappen
Ph.D. Graduate, Game Design and User Interaction for Older Adults
Giovanni Ribeiro
Master's Student, Games User Research
Katja Rogers
Postdoctoral Researcher, Game Audio, VR, Asymmetric Gameplay, Realism, Fidelity, Systematic Reviews
Lukas Schabler
Visiting Master's Student, Unity Development
Julia Brich
Visiting Ph.D. Student, Game Development for Human Emotions
Kenny Fung
Master's Student, Unity and Angular Development
Joseph Tu
Ph.D. Student, Physiological Measures, Adaptive User Interface, Social Connectedness through Games and Gamification
Andrew Cen
Master's Student, Game Design Research
Derrick Wang
Ph.D. Student, Virtual Reality, Exergame, Mental Wellness, and Gamification

Publications


Article

Validation of User Preferences and Effects of Personalized Gamification on Task Performance

Gustavo Fortes Tondello and Lennart Nacke. 2020. Validation of User Preferences and Effects of Personalized Gamification on Task Performance. In Frontiers in Computer Science 2: 29. Frontiers. doi:10.3389/fcomp.2020.00029
PDFDOIBibTeXAbstract
@article{Tondello2020a,
abstract = {Personalized gamification is the tailoring of gameful design elements to user preferences to improve engagement. However, studies of user preferences have so far relied on self-reported data only and few studies investigated the effects of personalized gameful systems on task performance. This study shows that personalized gamification works in practice as predicted by survey studies and leads to higher task performance. We asked 252 participants in two studies to interact with a customized (experimental) or a generic (control) online gameful application to classify images. In the customized version, they could select the game elements that they wanted to use for their experience. The results showed significant correlations between participants' choice of gameful design elements and their Hexad user type scores, which partly support existing user preference models based on self-reported preferences. On the other hand, user type scores were not correlated with participants' preferred game elements rated after interacting with the gameful system. These findings demonstrate that the Hexad user types are a viable model to create personalized gameful systems. However, it seems that there are other yet unknown factors that can influence user preferences, which should be considered together with the user type scores. Additionally, participants in the experimental condition classified more images and rated their experience of selecting the game elements they wanted to use higher than in the control, demonstrating that task performance improved with personalization. Nonetheless, other measures of task performance that were not explicitly incentivized by the game elements did not equally improve. This contribution shows that personalized gameful design creates systems that are more successful in helping users achieve their goals than generic systems. However, gameful designers should be aware that they must balance the game elements and how much they incentivize each user behavior, so that the business goals can be successfully promoted. Finally, we analyzed participants' qualitative answers about their experience with the generic and the customized gameful applications, extracting useful lessons for the designers of personalized gameful systems.},
author = {Tondello, Gustavo F and Nacke, Lennart E},
doi = {10.3389/fcomp.2020.00029},
keywords = {Hexad user types,adaptation,customization,gameful design,gamification,hexad user types,personalization},
pages = {29},
title = {{Validation of User Preferences and Effects of Personalized Gamification on Task Performance}},
volume = {2},
year = {2020}
}
Personalized gamification is the tailoring of gameful design elements to user preferences to improve engagement. However, studies of user preferences have so far relied on self-reported data only and few studies investigated the effects of personalized gameful systems on task performance. This study shows that personalized gamification works in practice as predicted by survey studies and leads to higher task performance. We asked 252 participants in two studies to interact with a customized (experimental) or a generic (control) online gameful application to classify images. In the customized version, they could select the game elements that they wanted to use for their experience. The results showed significant correlations between participants' choice of gameful design elements and their Hexad user type scores, which partly support existing user preference models based on self-reported preferences. On the other hand, user type scores were not correlated with participants' preferred game elements rated after interacting with the gameful system. These findings demonstrate that the Hexad user types are a viable model to create personalized gameful systems. However, it seems that there are other yet unknown factors that can influence user preferences, which should be considered together with the user type scores. Additionally, participants in the experimental condition classified more images and rated their experience of selecting the game elements they wanted to use higher than in the control, demonstrating that task performance improved with personalization. Nonetheless, other measures of task performance that were not explicitly incentivized by the game elements did not equally improve. This contribution shows that personalized gameful design creates systems that are more successful in helping users achieve their goals than generic systems. However, gameful designers should be aware that they must balance the game elements and how much they incentivize each user behavior, so that the business goals can be successfully promoted. Finally, we analyzed participants' qualitative answers about their experience with the generic and the customized gameful applications, extracting useful lessons for the designers of personalized gameful systems.

Proceedings

A Framework and Taxonomy of Videogame Playing Preferences

Gustavo Fortes Tondello, Rina Wehbe, Rita Orji, Giovanni Ribeiro, and Lennart 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, 329-340 . doi:10.1145/3116595.3116629
PDFDOIBibTeXAbstractSlides
@inproceedings{Tondello2017d,
abstract = {Player preferences for different gaming styles or game elements has been a topic of interest in human-computer interaction for over a decade. However, current models suggested by the extant literature are generally based on classifying abstract gaming motivations or player archetypes. These concepts do not directly map onto the building blocks of games, taking away from the utility of the findings. To address this issue, we propose a conceptual framework of player preferences based on two dimensions: game elements and game playing styles. To investigate these two concepts, we conducted an exploratory empirical investigation of player preferences, which allowed us to create a taxonomy of nine groups of game elements and five groups of game playing styles. These two concepts are foundational to games, which means that our model can be used by designers to create games that are tailored to their target audience. In addition, we demonstrate that there are significant effects of gender and age on participants' preferences and discuss the implications of these findings.},
address = {Amsterdam, Netherlands},
author = {Tondello, Gustavo F. and Wehbe, Rina R. and Orji, Rita and Ribeiro, Giovanni and Nacke, Lennart E.},
booktitle = {Proceedings of the 2017 Annual Symposium on Computer-Human Interaction in Play - CHI PLAY '17},
doi = {10.1145/3116595.3116629},
isbn = {9781450348980},
keywords = {Game Elements,Games User Research,Player Types},
publisher = {ACM},
title = {{A Framework and Taxonomy of Videogame Playing Preferences}},
year = {2017}
}
Player preferences for different gaming styles or game elements has been a topic of interest in human-computer interaction for over a decade. However, current models suggested by the extant literature are generally based on classifying abstract gaming motivations or player archetypes. These concepts do not directly map onto the building blocks of games, taking away from the utility of the findings. To address this issue, we propose a conceptual framework of player preferences based on two dimensions: game elements and game playing styles. To investigate these two concepts, we conducted an exploratory empirical investigation of player preferences, which allowed us to create a taxonomy of nine groups of game elements and five groups of game playing styles. These two concepts are foundational to games, which means that our model can be used by designers to create games that are tailored to their target audience. In addition, we demonstrate that there are significant effects of gender and age on participants’ preferences and discuss the implications of these findings.

Proceedings

Elements of Gameful Design Emerging from User Preferences

Gustavo Fortes Tondello, Alberto Mora, and Lennart 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, 129-142. doi:10.1145/3116595.3116627
PDFDOIBibTeXAbstractSlides
@inproceedings{Tondello2017c,
abstract = {Several studies have developed models to explain player preferences. These models have been developed for digital games; however, they have been frequently applied in gameful design (i.e., designing non-game applications with game elements) without empirical validation of their fit to this different context. It is not clear if users experience game elements embedded in applications similarly to how players experience them in games. Consequently, we still lack a conceptual framework of design elements built specifically for a gamification context. To fill this gap, we propose a classification of eight groups of gameful design elements produced from an exploratory factor analysis based on participants' self-reported preferences. We describe the characteristics of the users who are more likely to enjoy each group of design elements in terms of their gender, age, gamification user type, and personality traits. Our main contribution is providing an overview of which design elements work best for what demographic clusters and how we can apply this knowledge to design effective gameful systems.},
address = {Amsterdam, Netherlands},
author = {Tondello, Gustavo F. and Mora, Alberto and Nacke, Lennart E.},
booktitle = {Proceedings of the 2017 Annual Symposium on Computer-Human Interaction in Play - CHI PLAY '17},
doi = {10.1145/3116595.3116627},
isbn = {9781450348980},
keywords = {Game Design Elements,Gameful Design,Games User Research,Gamification,Types,User},
publisher = {ACM},
title = {{Elements of Gameful Design Emerging from User Preferences}},
year = {2017}
}
Several studies have developed models to explain player preferences. These models have been developed for digital games; however, they have been frequently applied in gameful design (i.e., designing non-game applications with game elements) without empirical validation of their fit to this different context. It is not clear if users experience game elements embedded in applications similarly to how players experience them in games. Consequently, we still lack a conceptual framework of design elements built specifically for a gamification context. To fill this gap, we propose a classification of eight groups of gameful design elements produced from an exploratory factor analysis based on participants’ self-reported preferences. We describe the characteristics of the users who are more likely to enjoy each group of design elements in terms of their gender, age, gamification user type, and personality traits. Our main contribution is providing an overview of which design elements work best for what demographic clusters and how we can apply this knowledge to design effective gameful systems.

Proceedings

Exploring the Potential of Game Audio for Wellbeing

Katja Rogers and Lennart Nacke. 2017. Exploring the Potential of Game Audio for Wellbeing. In Positive Gaming: Workshop on Gamification and Games for Wellbeing. Amsterdam, Netherlands. CEUR-WS.org. Online: http://ceur-ws.org/Vol-2055/paper8.pdf
PDFBibTeXAbstractExternal URL
@inproceedings{Rogers2017,
abstract = {Music listening has long-standing ties to mental health, positive affective states, and wellbeing. Even outside of clinical contexts, music is increasingly being explored as a costeffective, ubiquitous way to support emotion regulation and stress reduction in people's everyday lives. Games have also been shown to have the capability to improve player well-being in certain contexts. However, the role of players' exposure to background music in games toward leveraging this effect has not been explored specifically. We explore the potential of games to act as a tool for relaxation and stress reduction for the general public and discuss future research directions.},
address = {Amsterdam, Netherlands},
author = {Rogers, Katja and Nacke, Lennart E.},
booktitle = {Positive Gaming: Workshop on Gamification and Games for Wellbeing},
title = {{Exploring the Potential of Game Audio for Wellbeing}},
year = {2017}
}
Music listening has long-standing ties to mental health, positive affective states, and wellbeing. Even outside of clinical contexts, music is increasingly being explored as a costeffective, ubiquitous way to support emotion regulation and stress reduction in people’s everyday lives. Games have also been shown to have the capability to improve player well-being in certain contexts. However, the role of players’ exposure to background music in games toward leveraging this effect has not been explored specifically. We explore the potential of games to act as a tool for relaxation and stress reduction for the general public and discuss future research directions.

Proceedings

Gamification through the Application of Motivational Affordances for Physical Activity Technology

Dennis Kappen, Pejman Mirza-Babaei, and Lennart 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
PDFDOIBibTeXAbstract
@inproceedings{Kappen2017a,
abstract = {Motivational affordances are attributes of interactive technologies or game elements that promote participation in physical activity (PA) routines. Although these affordances have been previously integrated into technologies in non-tailored approaches, the motivations of adults for PA are specific (e.g., to improve one's health, wellness, or fitness). There are no previous comparisons of either the motivation to participate in PA or motivational affordances that facili-tate PA in different age groups. Therefore, we conducted an online survey with 150 participants using the Exercise Motivations Inventory-2 scale (EMI-2) together with long-form questions to explore motivational affordances and PA technology preferences in four age groups. Our results suggest health-related pressures are significant motivations for PA in different age groups. Additionally, a content analysis of preferences allowed us to distinguish between gamified motivational affordances and feedback elements. These results provide age-group-specific gamification design guidelines for incorporating motivational elements in PA technology.},
author = {Kappen, Dennis L and Mirza-Babaei, Pejman and Nacke, Lennart E.},
booktitle = {The ACM SIGCHI Annual Symposium on Computer-Human Interaction in Play (CHI PLAY 2017)},
doi = {10.1145/3116595.3116604},
keywords = {Motivational affordances,gamification,motivation,physical activity,user experience design},
publisher = {ACM},
title = {{Gamification through the Application of Motivational Affordances for Physical Activity Technology}},
year = {2017}
}
Motivational affordances are attributes of interactive technologies or game elements that promote participation in physical activity (PA) routines. Although these affordances have been previously integrated into technologies in non-tailored approaches, the motivations of adults for PA are specific (e.g., to improve one’s health, wellness, or fitness). There are no previous comparisons of either the motivation to participate in PA or motivational affordances that facili-tate PA in different age groups. Therefore, we conducted an online survey with 150 participants using the Exercise Motivations Inventory-2 scale (EMI-2) together with long-form questions to explore motivational affordances and PA technology preferences in four age groups. Our results suggest health-related pressures are significant motivations for PA in different age groups. Additionally, a content analysis of preferences allowed us to distinguish between gamified motivational affordances and feedback elements. These results provide age-group-specific gamification design guidelines for incorporating motivational elements in PA technology.

Proceedings

Testing Incremental Difficulty Design in Platformer Games

Rina Wehbe, Elisa Mekler, Mike Schäkermann, Edward Lank, and Lennart 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
PDFDOIBibTeXAbstract
@inproceedings{Wehbe2017,
abstract = {Designing difficulty levels in platformer games is a challenge for game designers. It is important because design decisions that affect difficulty also directly affect player experience. Consequently, design strategies for balancing game difficulty are discussed by both academics and game designers. In this paper, we study how manipulating the following design decisions, commonly found in platformers, moderates difficulty: Scroll Speed, Target Size, Jump Task Complexity, and Perspective. Results for Scroll Speed and Target Size indicate that errors increase as speed increases and platform size decreases. However, results for jump task complexity demonstrate a separation of errors from task complexity. Specifically, while double-jump tasks are harder than single-jump tasks, triple-jump tasks appear to be as difficult as double-jump tasks. Additionally, the study demonstrates how changes in perspective affect the errors made by players in gameplay. The study results are applicable both to automatic level generation and dynamic difficulty adjustment in platformer games.},
address = {Denver, CO, USA},
author = {Wehbe, Rina R and Mekler, Elisa D and Schaekermann, Mike and Lank, Edward and Nacke, Lennart E},
booktitle = {Proceeding of the 2017 ACM Conference on Human Factors in Computing Systems},
doi = {http://dx.doi.org/10.1145/3025453.3025697},
pages = {5109--5113},
publisher = {ACM},
title = {{Testing Incremental Difficulty Design in Platformer Games}},
year = {2017}
}
Designing difficulty levels in platformer games is a challenge for game designers. It is important because design decisions that affect difficulty also directly affect player experience. Consequently, design strategies for balancing game difficulty are discussed by both academics and game designers. In this paper, we study how manipulating the following design decisions, commonly found in platformers, moderates difficulty: Scroll Speed, Target Size, Jump Task Complexity, and Perspective. Results for Scroll Speed and Target Size indicate that errors increase as speed increases and platform size decreases. However, results for jump task complexity demonstrate a separation of errors from task complexity. Specifically, while double-jump tasks are harder than single-jump tasks, triple-jump tasks appear to be as difficult as double-jump tasks. Additionally, the study demonstrates how changes in perspective affect the errors made by players in gameplay. The study results are applicable both to automatic level generation and dynamic difficulty adjustment in platformer games.

Proceedings

Heuristic Evaluation for Gameful Design

Gustavo Fortes Tondello, Dennis Kappen, Elisa Mekler, Marim Ganaba, and Lennart 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
PDFDOIBibTeXAbstract
@inproceedings{Tondello2016a,
Abstract = {Despite the emergence of many gameful design methods in the literature, there is a lack of evaluation methods specific to gameful design. To address this gap, we present a new set of guidelines for heuristic evaluation of gameful design in interactive systems. First, we review several gameful design methods to identify the dimensions of motivational affordances most often employed. Then, we present a set of 28 gamification heuristics aimed at enabling experts to rapidly evaluate a gameful system. The resulting heuristics are a new method to evaluate user experience in gameful interactive systems.},
Address = {Austin, TX, USA},
Author = {G. F. Tondello, D. L. Kappen, E. D. Mekler, M. Ganaba, and L. E. Nacke},
Booktitle = {Proceedings of the 2016 annual symposium on computer-human interaction in play extended abstracts - chi play ea '16},
Doi = {10.1145/2968120.2987729},
File = {::},
Img = {http://hcigames.com/wp-content/uploads/2016/08/ratings.png},
Keywords = {Heuristic Evaluation, Gamification, Gameful Design},
Publisher = {ACM},
Title = {Heuristic Evaluation for Gameful Design},
Url = {https://hcigames.com/download/heuristic-evaluation-for-gameful-design},
Year = {2016},
Despite the emergence of many gameful design methods in the literature, there is a lack of evaluation methods specific to gameful design. To address this gap, we present a new set of guidelines for heuristic evaluation of gameful design in interactive systems. First, we review several gameful design methods to identify the dimensions of motivational affordances most often employed. Then, we present a set of 28 gamification heuristics aimed at enabling experts to rapidly evaluate a gameful system. The resulting heuristics are a new method to evaluate user experience in gameful interactive systems.

Proceedings

Investigating the Impact of Cooperative Communication Mechanics on Player Performance in Portal 2

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. In Proceedings of Graphics Interfaces 2016. Victoria, BC, Canada. ACM.
PDFBibTeXAbstract
@inproceedings{Vaddi2016,
Abstract = {Cooperative communication mechanics, such as avatar gestures or in-game visual pointers, enable player collaboration directly through gameplay. We currently lack a deeper understanding of how players use cooperative communication mechanics, and whether they can effectively supplement or even supplant traditional voice and chat communication. The present research investigated player communication in Portal 2 by testing the game’s native cooperative communication mechanics for dyads of players in custom test chambers. Following our initial hypothesis, players functioned best when they had access to both cooperative communication mechanics and voice. We found that players preferred voice communication, but perceived cooperative communication mechanics as necessary to coordinate interdependent actions.},
Address = {Victoria, BC, Canada},
Author = {D. Vaddi, Z. O. Toups, I. Dolgov, R. R. Wehbe, and L. E. Nacke},
Booktitle = {Proceedings of graphics interfaces 2016},
File = {::},
Img = {http://hcigames.com/wp-content/uploads/2015/08/Validating-Test-Chambers-to-Study-Cooperative-Communication-Mechanics-in-Portal-2e.jpg},
Keywords = {Game analysis,communication,cooperation,experimentation},
Publisher = {ACM},
Title = {Investigating the Impact of Cooperative Communication Mechanics on Player Performance in Portal 2},
Url = {https://hcigames.com/download/investigating-impact-cooperative-communication-mechanics-player-performance-portal-2},
Year = {2016},
Cooperative communication mechanics, such as avatar gestures or in-game visual pointers, enable player collaboration directly through gameplay. We currently lack a deeper understanding of how players use cooperative communication mechanics, and whether they can effectively supplement or even supplant traditional voice and chat communication. The present research investigated player communication in Portal 2 by testing the game’s native cooperative communication mechanics for dyads of players in custom test chambers. Following our initial hypothesis, players functioned best when they had access to both cooperative communication mechanics and voice. We found that players preferred voice communication, but perceived cooperative communication mechanics as necessary to coordinate interdependent actions.

Proceedings

“The Collecting Itself Feels Good”: Towards Collection Interfaces for Digital Game Objects

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. 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
PDFDOIBibTeXAbstract
@inproceedings{Toups2016,
Abstract = {Digital games offer a variety of collectible objects. We investigate players' collecting behaviors in digital games to determine what digital game objects players enjoyed collecting and why they valued these objects. Using this information, we seek to inform the design of future digital game object collection interfaces. We discuss the types of objects that players prefer, the reasons that players value digital game objects, and how collection behaviors may guide play. Through our findings, we identify design implications for digital game object collection interfaces: enable object curation, preserve rules and mechanics, preserve context of play, and allow players to share their collections with others. Digital game object collection interfaces are applicable to the design of digital games, gamified applications, and educational software.},
Address = {Austin, TX, USA},
Author = {Z. O. Toups, N. K. Crenshaw, R. R. Wehbe, G. F. Tondello, and L. E. Nacke},
Booktitle = {Proceedings of the 2016 annual symposium on computer-human interaction in play - chi play '16},
Doi = {10.1145/2967934.2968088},
File = {::},
Img = {http://hcigames.com/wp-content/uploads/2016/08/dgo.jpg},
Keywords = {Digital game objects,collecting behaviors},
Publisher = {ACM},
Title = {“The Collecting Itself Feels Good”: Towards Collection Interfaces for Digital Game Objects},
Url = {https://hcigames.com/download/the-collecting-itself-feels-good},
Year = {2016},
Digital games offer a variety of collectible objects. We investigate players' collecting behaviors in digital games to determine what digital game objects players enjoyed collecting and why they valued these objects. Using this information, we seek to inform the design of future digital game object collection interfaces. We discuss the types of objects that players prefer, the reasons that players value digital game objects, and how collection behaviors may guide play. Through our findings, we identify design implications for digital game object collection interfaces: enable object curation, preserve rules and mechanics, preserve context of play, and allow players to share their collections with others. Digital game object collection interfaces are applicable to the design of digital games, gamified applications, and educational software.

Proceedings

Toward Understanding Why Players Value In-Game Collections

Zachary Toups, Gustavo Fortes Tondello, Rina Wehbe, Lennart Nacke, and Nicole 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.
PDFBibTeXAbstract
@inproceedings{Toups2015,
Abstract = {The purpose of this paper is to investigate why players value in-game objects by collecting data through online survey and, in the near future, through follow-up interviews. Initial analyses of our online survey data reveal how game genre interacts with the the perceived value of the player’s collections. We expect to discover new connections between play style and/or personality type and why players enjoy collecting digital objects. Implications from this work explain what drives player enjoyment, which will inform not only general game design, but specifically enhance retention and interest in serious games, gamified applications, and educational systems.},
Address = {London, UK},
Author = {Z. O. Toups, G. F. Tondello, R. R. Wehbe, L. E. Nacke, and N. K. Crenshaw},
Booktitle = {Workshop on personalization in serious and persuasive games and gamified interactions},
File = {::},
Img = {http://hcigames.com/wp-content/uploads/2015/10/troll-priest-25.jpg},
Keywords = {Collections,Game Object Value,Player Attitudes},
Title = {Toward Understanding Why Players Value In-Game Collections},
Url = {https://hcigames.com/download/toward-understanding-why-players-value-in-game-collections},
Year = {2015},
The purpose of this paper is to investigate why players value in-game objects by collecting data through online survey and, in the near future, through follow-up interviews. Initial analyses of our online survey data reveal how game genre interacts with the the perceived value of the player’s collections. We expect to discover new connections between play style and/or personality type and why players enjoy collecting digital objects. Implications from this work explain what drives player enjoyment, which will inform not only general game design, but specifically enhance retention and interest in serious games, gamified applications, and educational systems.

Proceedings

Towards Understanding the Importance of Co-Located Gameplay

Rina Wehbe and Lennart Nacke. 2015. Towards Understanding the Importance of Co-Located Gameplay. In Proceedings of CHI PLAY 2015. London, United Kingdom. ACM. doi:2793107.2810312
PDFDOIBibTeXAbstract
@inproceedings{Wehbe2015,
Abstract = {Analyzing the social context present in a gameplay environment and its effect on player experience can provide insights informing the design and social value of games. We investigate the influence of social condition (cooperative or competitive play with a human player versus computer-controlled character) on player experience. The study controlled for co-presence by ensuring that another individual attending to the same stimulus was present in all conditions. Although physiological measures were not significant, subjective measures of arousal and pleasure were significantly different under varying conditions.},
Address = {London, United Kingdom},
Author = {R. R. Wehbe and L. E. Nacke},
Booktitle = {Proceedings of chi play 2015},
Doi = {2793107.2810312},
File = {::},
Img = {http://hcigames.com/wp-content/uploads/2015/10/Towards-Understanding-the-Importance-of-Co-Located-Gameplay.jpg},
Isbn = {9781450334662},
Keywords = {Co-located Play,EEG,HR,Multiplayer,Physiological Methods,SC,Single Player,Video Games},
Publisher = {ACM},
Title = {Towards Understanding the Importance of Co-Located Gameplay},
Url = {https://hcigames.com/download/towards-understanding-the-importance-of-co-located-gameplay},
Year = {2015},
Analyzing the social context present in a gameplay environment and its effect on player experience can provide insights informing the design and social value of games. We investigate the influence of social condition (cooperative or competitive play with a human player versus computer-controlled character) on player experience. The study controlled for co-presence by ensuring that another individual attending to the same stimulus was present in all conditions. Although physiological measures were not significant, subjective measures of arousal and pleasure were significantly different under varying conditions.

Proceedings

Understanding Player Attitudes Towards Digital Game Objects

Gustavo Fortes Tondello, Rina Wehbe, Zachary Toups, Lennart Nacke, and Nicole Crenshaw. 2015. Understanding Player Attitudes Towards Digital Game Objects. In Proceedings of CHI PLAY 2015. London, United Kingdom. ACM. doi:10.1145/2793107.2810292
PDFDOIBibTeXAbstract
@inproceedings{Tondello2015,
Abstract = {Humans collect; we examine this behavior in digital game contexts to understand how players’ penchant for collecting items can inform game design. As part of an ongoing research agenda to understand player atti- tudes towards digital game objects, we conducted an online survey about player habits with interviews as future work. We present an initial analysis of our data. Our findings suggest that players value game objects most in Role-Playing Games (RPGs). Utility and Enjoy- ment were cited as the main reasons for a digital game objects’ value, followed by Investment, Self-Expression and Memory. Dyes or color-changing features; physical placement adjustments; and naming or name-changing features were the most frequent personalization fea- tures desired for game object customization. We aim to improve game design through a deep understanding of player motivations regarding their game objects.},
Address = {London, United Kingdom},
Author = {G. F. Tondello, R. R. Wehbe, Z. O. Toups, L. E. Nacke, and N. K. Crenshaw},
Booktitle = {Proceedings of chi play 2015},
Doi = {http://dx.doi.org/10.1145/2793107.2810292},
File = {::},
Img = {http://hcigames.com/wp-content/uploads/2015/10/troll-priest-25.jpg},
Isbn = {9781450334662},
Keywords = {Game Object Value,Player Attitudes},
Publisher = {ACM},
Title = {Understanding Player Attitudes Towards Digital Game Objects},
Url = {https://hcigames.com/download/understanding-player-attitudes-towards-digital-game-objects},
Year = {2015},
Humans collect; we examine this behavior in digital game contexts to understand how players’ penchant for collecting items can inform game design. As part of an ongoing research agenda to understand player atti- tudes towards digital game objects, we conducted an online survey about player habits with interviews as future work. We present an initial analysis of our data. Our findings suggest that players value game objects most in Role-Playing Games (RPGs). Utility and Enjoy- ment were cited as the main reasons for a digital game objects’ value, followed by Investment, Self-Expression and Memory. Dyes or color-changing features; physical placement adjustments; and naming or name-changing features were the most frequent personalization fea- tures desired for game object customization. We aim to improve game design through a deep understanding of player motivations regarding their game objects.

Proceedings

Developing Iconic and Semi-Iconic Game Controllers

Lennart Nacke, João Costa, Dennis 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
PDFDOIBibTeXAbstract
@inproceedings{nacke2014developing,
Abstract = {We propose the notion of semi-iconic game input (i.e., sharing some properties of game objects instead of being a complete iconic representation of them) and investigate influence of controller representation on player experience. In particular, we developed game controllers at different degrees of realism (symbolic, semi-iconic, and iconic). We present the developed controllers and initial usability findings.},
Address = {Toronto, ON, Canada},
Author = {L. E. Nacke, J. P. Costa, D. L. Kappen, J. Robb, and D. Buckstein},
Booktitle = {Proceedings of chi play 2014},
Doi = {10.1145/2658537.2661327},
Img = {http://hcigames.com/wp-content/uploads/2015/02/Developing-Iconic-and-Semi-Iconic-Game-Controllers.png},
Organization = {ACM},
Pages = {435-436},
Publisher = {ACM},
Title = {Developing Iconic and Semi-Iconic Game Controllers},
Url = {https://hcigames.com/download/developing-iconic-and-semi-iconic-game-controllers},
Year = {2014},
We propose the notion of semi-iconic game input (i.e., sharing some properties of game objects instead of being a complete iconic representation of them) and investigate influence of controller representation on player experience. In particular, we developed game controllers at different degrees of realism (symbolic, semi-iconic, and iconic). We present the developed controllers and initial usability findings.

Proceedings

Understanding Expectations with Multiple Controllers in an Augmented Reality Videogame

Pejman Mirza-Babaei, Nathan Gale, João Costa, Lennart 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
PDFDOIBibTeXAbstract
@inproceedings{mirza2014understanding,
Abstract = {Player experiences and expectations are connected. The presumptions players have about how they control their gameplay interactions may shape the way they play and perceive videogames. A successfully engaging player experience might rest on the way controllers meet players' expectations. We studied player interaction with novel controllers on the Sony PlayStation Wonderbook, an augmented reality (AR) gaming system. Our goal was to understand player expectations regarding game controllers in AR game design. Based on this preliminary study, we propose several interaction guidelines for hybrid input from both augmented reality and physical game controllers},
Address = {Toronto, ON, Canada},
Author = {P. Mirza-Babaei, N. Gale, J. P. Costa, L. E. Nacke, and D. Johnson},
Booktitle = {Proceedings of CHI PLAY 2014},
Doi = {10.1145/2658537.2658705},
Img = {http://hcigames.com/wp-content/uploads/2015/02/Understanding-Expectations-with-Multiple-Controllers-in-an-Augemented-Reality-Videogame.png},
Organization = {ACM},
Pages = {201-206},
Publisher = {ACM},
Title = {Understanding Expectations with Multiple Controllers in an Augmented Reality Videogame},
Url = {https://hcigames.com/download/understanding-expectations-with-multiple-controllers-in-an-augmented-reality-videogame},
Year = {2014},
Player experiences and expectations are connected. The presumptions players have about how they control their gameplay interactions may shape the way they play and perceive videogames. A successfully engaging player experience might rest on the way controllers meet players' expectations. We studied player interaction with novel controllers on the Sony PlayStation Wonderbook, an augmented reality (AR) gaming system. Our goal was to understand player expectations regarding game controllers in AR game design. Based on this preliminary study, we propose several interaction guidelines for hybrid input from both augmented reality and physical game controllers

Proceedings

Assessing User Preference of Video Game Controller Button Settings

William Ellick, Pejman Mirza-Babaei, Sharon Wood, Duncan Smith, and Lennart 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
PDFDOIBibTeXAbstract
@inproceedings{ellick2013assessing,
Abstract = {Only very few studies exist linking preference in controller usage to physiological effects and user experience (UX). While many games already feature different controller layouts, there is a lack of research on whether giving control to participants over their button choices affects their UX in the game. In our study, participants were given two predetermined button configurations for playing FIFA 12. Their preferences were assessed through electroencephalography (EEG) and a Game Experience Questionnaire (GEQ). Our results show no significant difference in EEG intensity between participants using their preferred or non-preferred button settings. Preference also appears to have no significant effect on subjective feelings assessed by the GEQ. We have identified three distinct factors that may have potentially compromised this study. These findings could help to structure future research in this area.},
Address = {Paris, France},
Author = {W. Ellick, P. Mirza-Babaei, S. Wood, D. Smith, and L. E. Nacke},
Booktitle = {Proceedings of CHI EA 2013},
Doi = {10.1145/2468356.2468554},
Img = {http://hcigames.com/wp-content/uploads/2015/05/Assessing-User-Preference-of-Video-Game-Controller-Button-Settings.png},
Organization = {ACM},
Pages = {1107-1112},
Publisher = {ACM},
Title = {Assessing User Preference of Video Game Controller Button Settings},
Url = {https://hcigames.com/download/assessing-user-preference-of-video-game-controller-button-settings},
Year = {2013},
Only very few studies exist linking preference in controller usage to physiological effects and user experience (UX). While many games already feature different controller layouts, there is a lack of research on whether giving control to participants over their button choices affects their UX in the game. In our study, participants were given two predetermined button configurations for playing FIFA 12. Their preferences were assessed through electroencephalography (EEG) and a Game Experience Questionnaire (GEQ). Our results show no significant difference in EEG intensity between participants using their preferred or non-preferred button settings. Preference also appears to have no significant effect on subjective feelings assessed by the GEQ. We have identified three distinct factors that may have potentially compromised this study. These findings could help to structure future research in this area.

Proceedings

Exploring Social Interaction in Co-Located Multiplayer Games

Dennis Kappen, John Gregory, Daniel Stepchenko, Rina Wehbe, and Lennart 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
PDFDOIBibTeXAbstract
@inproceedings{kappen2013exploring,
Abstract = {Games have always been a social activity. Playing digital games affords spending time with people; helps build personal connections between individuals and helps to redefine the personality of the player while in play. Games also enable to build the concept of togetherness as a means to foster and enhance the concept of social connectedness, mutual dependencies, collaboration, community living and social interaction. We present a work in progress digital game installation to create multi-level social interactions between the player, the spatial game environment and the digital game. We discuss MagicDuel, a multiplayer digital game, where we are in the process of evaluating the socio-spatial contextual relationship between the players, the audience and gameplay elements for this specific digital game.},
Address = {Paris, France},
Author = {D. L. Kappen, J. Gregory, D. Stepchenko, R. R. Wehbe, and L. E. Nacke},
Booktitle = {Proceedings of CHI EA 2013},
Doi = {10.1145/2468356.2468556},
Img = {http://hcigames.com/wp-content/uploads/2015/02/Exploring-Social-Interaction-in-Co-Located-Multiplayer-Games.png},
Organization = {ACM},
Pages = {1119-1124},
Publisher = {ACM},
Title = {Exploring Social Interaction in Co-Located Multiplayer Games},
Url = {https://hcigames.com/download/exploring-social-interaction-in-co-located-multiplayer-games},
Year = {2013},
Games have always been a social activity. Playing digital games affords spending time with people; helps build personal connections between individuals and helps to redefine the personality of the player while in play. Games also enable to build the concept of togetherness as a means to foster and enhance the concept of social connectedness, mutual dependencies, collaboration, community living and social interaction. We present a work in progress digital game installation to create multi-level social interactions between the player, the spatial game environment and the digital game. We discuss MagicDuel, a multiplayer digital game, where we are in the process of evaluating the socio-spatial contextual relationship between the players, the audience and gameplay elements for this specific digital game.

Article

The Effect of Sound on Visual Fidelity Perception in Stereoscopic 3-D

David Rojas, Bill Kapralos, Andrew Hogue, Karen Collins, Lennart 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
PDFDOIBibTeXAbstract
@article{rojas2013effect,
Abstract = {Visual and auditory cues are important facilitators of user engagement in virtual environments and video games. Prior research supports the notion that our perception of visual fidelity (quality) is influenced by auditory stimuli. Understanding exactly how our perception of visual fidelity changes in the pres- ence of multimodal stimuli can potentially impact the design of virtual environments, thus creating more engaging virtual worlds and scenarios. Stereoscopic 3-D display technology provides the users with additional visual information (depth into and out of the screen plane). There have been relatively few studies that have investigated the impact that auditory stimuli have on our perception of visual fidelity in the presence of stereoscopic 3-D. Building on previous work, we examine the effect of auditory stimuli on our perception of visual fidelity within a stereoscopic 3-D environment.},
Author = {D. Rojas, B. Kapralos, A. Hogue, K. Collins, L. E. Nacke, S. Cristancho, C. Conati, and A. Dubrowski},
Doi = {10.1109/TCYB.2013.2269712},
Img = {http://hcigames.com/wp-content/uploads/2015/02/The-Effect-of-Sound-on-Visual-Fidelity-Perception-in-Stereoscopic-3-D.png},
Journal = {IEEE Transactions on Cybernetics},
Number = {6},
Pages = {1572-1583},
Publisher = {IEEE},
Title = {The Effect of Sound on Visual Fidelity Perception in Stereoscopic 3-D},
Url = {https://hcigames.com/download/the-effect-of-sound-on-visual-fidelity-perception-in-stereoscopic-3-d},
Volume = {43},
Year = {2013},
Visual and auditory cues are important facilitators of user engagement in virtual environments and video games. Prior research supports the notion that our perception of visual fidelity (quality) is influenced by auditory stimuli. Understanding exactly how our perception of visual fidelity changes in the pres- ence of multimodal stimuli can potentially impact the design of virtual environments, thus creating more engaging virtual worlds and scenarios. Stereoscopic 3-D display technology provides the users with additional visual information (depth into and out of the screen plane). There have been relatively few studies that have investigated the impact that auditory stimuli have on our perception of visual fidelity in the presence of stereoscopic 3-D. Building on previous work, we examine the effect of auditory stimuli on our perception of visual fidelity within a stereoscopic 3-D environment.

Proceedings

Full-Body Motion-Based Game Interaction for Older Adults

Kathrin Gerling, Ian Livingston, Lennart Nacke, and Regan 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
PDFDOIBibTeXAbstract
@inproceedings{gerling2012full,
Abstract = {Older adults in nursing homes often lead sedentary lifestyles, which reduces their life expectancy. Full-body motion-control games provide an opportunity for these adults to remain active and engaged; these games are not designed with age-related impairments in mind, which prevents the games from being leveraged to increase the activity levels of older adults. In this paper, we present two studies aimed at developing game design guidelines for full-body motion controls for older adults experiencing age-related changes and impairments. Our studies also demonstrate how full-body motion-control games can accommodate a variety of user abilities, have a positive effect on mood and, by extension, the emotional well-being of older adults. Based on our studies, we present seven guidelines for the design of full-body interaction in games. The guidelines are designed to foster safe physical activity among older adults, thereby increasing their quality of life.},
Address = {Austin, TX, United States},
Author = {K. M. Gerling, I. J. Livingston, L. E. Nacke, and R. L. Mandryk},
Booktitle = {Proceedings of sigchi 2012},
Doi = {10.1145/2207676.2208324},
Img = {http://hcigames.com/wp-content/uploads/2015/02/Full-Body-Motion-Based-Game-Interaction-for-Older-Adults.png},
Organization = {ACM},
Pages = {1873-1882},
Publisher = {ACM},
Title = {Full-Body Motion-Based Game Interaction for Older Adults},
Url = {https://hcigames.com/download/full-body-motion-based-game-interaction-for-older-adults},
Year = {2012},
BdskUrl1 = {https://hcigames.com/wp-content/uploads/2015/01/Full-Body-Motion-Based-Game-Interaction-for-Older-Adults.pdf},
BdskUrl2 = {http://dx.doi.org/10.1145/2207676.2208324}}
Older adults in nursing homes often lead sedentary lifestyles, which reduces their life expectancy. Full-body motion-control games provide an opportunity for these adults to remain active and engaged; these games are not designed with age-related impairments in mind, which prevents the games from being leveraged to increase the activity levels of older adults. In this paper, we present two studies aimed at developing game design guidelines for full-body motion controls for older adults experiencing age-related changes and impairments. Our studies also demonstrate how full-body motion-control games can accommodate a variety of user abilities, have a positive effect on mood and, by extension, the emotional well-being of older adults. Based on our studies, we present seven guidelines for the design of full-body interaction in games. The guidelines are designed to foster safe physical activity among older adults, thereby increasing their quality of life.

Proceedings

Mixed Reality Games

Elizabeth Bonsignore, Derek Hansen, Zachary Toups, Lennart 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
PDFDOIBibTeXAbstract
@inproceedings{bonsignore2012mixed,
Abstract = {Collaborative technologies increasingly permeate our everyday lives. Mixed reality games use these technologies to entertain, motivate, educate, and inspire. We understand mixed reality games as goal-directed, structured play experiences that are not fully contained by virtual or physical worlds. They transform existing technologies, relationships, and places into platforms for gameplay. While the design of mixed reality games has received increasing attention across multiple disciplines, a focus on the collaborative potential of mixed reality formats, such as augmented and alternate reality games, has been lacking. We believe the CSCW community can play an essential and unique role in examining and designing the next generation of mixed reality games and technologies that support them. To this end, we seek to bring together researchers, designers, and players to advance an integrated mixed reality games' research canon and outline key opportunities and challenges for future research and development.},
Address = {Seattle, WA, United States},
Author = {E. M. Bonsignore, D. L. Hansen, Z. O. Toups, L. E. Nacke, A. Salter, and W. Lutters},
Booktitle = {Proceedings of cscw 2012},
Doi = {10.1145/2141512.2141517},
Organization = {ACM},
Pages = {7-8},
Publisher = {ACM},
Title = {Mixed Reality Games},
Url = {https://hcigames.com/download/mixed-reality-games},
Year = {2012},
BdskUrl1 = {https://hcigames.com/wp-content/uploads/2015/01/Mixed-Reality-Games.pdf},
BdskUrl2 = {http://dx.doi.org/10.1145/2141512.2141517}}
Collaborative technologies increasingly permeate our everyday lives. Mixed reality games use these technologies to entertain, motivate, educate, and inspire. We understand mixed reality games as goal-directed, structured play experiences that are not fully contained by virtual or physical worlds. They transform existing technologies, relationships, and places into platforms for gameplay. While the design of mixed reality games has received increasing attention across multiple disciplines, a focus on the collaborative potential of mixed reality formats, such as augmented and alternate reality games, has been lacking. We believe the CSCW community can play an essential and unique role in examining and designing the next generation of mixed reality games and technologies that support them. To this end, we seek to bring together researchers, designers, and players to advance an integrated mixed reality games' research canon and outline key opportunities and challenges for future research and development.

Proceedings

Motion-Based Game Design for Older Adults

Kathrin Gerling, Ian Livingston, Lennart Nacke, and Regan Mandryk. 2012. Motion-Based Game Design for Older Adults. In Proceedings of GRAND 2012. Montréal, QC, Canada.
PDFBibTeXAbstract
@article{gerling2012motion,
Abstract = {Older adults in nursing homes often lead sedentary lifestyles, which reduces their life expectancy. Full-body motion-control games provide an opportunity for these adults to remain active and engaged; but these games are not designed with age-related impairments in mind, which prevents the games from being leveraged to increase the activity levels of older adults. In this paper, we create a gardening game specifically addressing institutionalized older adults. Additionally, we present an evaluation of the game that demonstrates how full-body motion-control games can accommodate a variety of user abilities, have a positive effect on mood and, by extension, the emotional well-being of older adults, thereby increasing their quality of life.},
Address = {Montréal, QC, Canada},
Author = {K. M. Gerling, I. J. Livingston, L. E. Nacke, and R. L. Mandryk},
Img = {http://hcigames.com/wp-content/uploads/2015/02/Motion-Based-Game-Design-for-Older-Adults.png},
Journal = {Proceedings of grand 2012},
Publisher = {GRAND},
Title = {Motion-Based Game Design for Older Adults},
Url = {https://hcigames.com/download/motion-based-game-design-for-older-adults},
Year = {2012},
BdskUrl1 = {https://hcigames.com/wp-content/uploads/2015/01/Motion-Based-Game-Design-for-Older-Adults.pdf}}
Older adults in nursing homes often lead sedentary lifestyles, which reduces their life expectancy. Full-body motion-control games provide an opportunity for these adults to remain active and engaged; but these games are not designed with age-related impairments in mind, which prevents the games from being leveraged to increase the activity levels of older adults. In this paper, we create a gardening game specifically addressing institutionalized older adults. Additionally, we present an evaluation of the game that demonstrates how full-body motion-control games can accommodate a variety of user abilities, have a positive effect on mood and, by extension, the emotional well-being of older adults, thereby increasing their quality of life.

Article

LAIF: A Logging and Interaction Framework for Gaze-Based Interfaces in Virtual Entertainment Environments

Lennart 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
PDFDOIBibTeXAbstract
@article{nacke2011laif,
Abstract = {Eye tracking is starting to be used for evaluation and interaction in virtual environments. Especially digital games can benefit from an integrated approach, using eye tracking technology for analysis and interaction. One benefit is faster development of gaze interaction games, which can be automatically evaluated in iterative development cycles. For this purpose, we present a framework of programming libraries that enables rapid game development and gameplay analysis within an experimental research environment. The framework presented here is extensible for different kinds of logging (e.g., psychophysiological and in-game behavioral data) and facilitates studies using eye-tracking technology in digital entertainment environments. An experimental study using gaze-only interaction in a digital game is presented and highlights the framework's capacity to create games and evaluate novel entertainment interfaces.},
Author = {L. E. Nacke, S. Stellmach, D. Sasse, J. Niesenhaus, and R. Dachselt},
Doi = {10.1016/j.entcom.2010.09.004},
Img = {http://hcigames.com/wp-content/uploads/2015/02/LAIF-A-Logging-and-Interaction-Framework-for-Gaze-Based-Interfaces-in-Virtual-Entertainment-Environments.png},
Journal = {Entertainment computing},
Keywords = {digital games,eye tracking,gameplay logging,interactive techniques,software tool,xna},
Number = {4},
Pages = {265-273},
Publisher = {Elsevier},
Title = {LAIF: A Logging and Interaction Framework for Gaze-Based Interfaces in Virtual Entertainment Environments},
Url = {https://hcigames.com/download/laif-a-logging-and-interaction-framework-for-gaze-based-interfaces-in-virtual-entertainment-environments},
Volume = {2},
Year = {2011},
BdskUrl1 = {https://hcigames.com/wp-content/uploads/2015/01/LAIF-A-Logging-and-Interaction-Framework-for-Gaze-Based-Interfaces-in-Virtual-Entertainment-Environments.pdf},
BdskUrl2 = {http://dx.doi.org/10.1016/j.entcom.2010.09.004}}
Eye tracking is starting to be used for evaluation and interaction in virtual environments. Especially digital games can benefit from an integrated approach, using eye tracking technology for analysis and interaction. One benefit is faster development of gaze interaction games, which can be automatically evaluated in iterative development cycles. For this purpose, we present a framework of programming libraries that enables rapid game development and gameplay analysis within an experimental research environment. The framework presented here is extensible for different kinds of logging (e.g., psychophysiological and in-game behavioral data) and facilitates studies using eye-tracking technology in digital entertainment environments. An experimental study using gaze-only interaction in a digital game is presented and highlights the framework's capacity to create games and evaluate novel entertainment interfaces.

Proceedings

3D Attentional Maps: Aggregated Gaze Visualizations in Three-Dimensional Virtual Environments

Sophie Stellmach, Lennart 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
PDFDOIBibTeXAbstract
@inproceedings{stellmach20103d,
Abstract = {Gaze visualizations hold the potential to facilitate usability studies of interactive systems. However, visual gaze analysis in three- dimensional virtual environments still lacks methods and techniques for aggregating attentional representations. We propose three novel gaze visualizations for the application in such environments: projected, object-based, and surface-based attentional maps. These techniques provide an overview of how visual attention is distributed across a scene, among different models, and across a model's surface. Two user studies conducted among eye tracking and visualization experts approve the high value of these techniques for the fast evaluation of eye tracking studies in virtual environments.},
Address = {Rome, Italy},
Author = {S. Stellmach, L. E. Nacke, and R. Dachselt},
Booktitle = {Proceedings of avi 2010},
Doi = {10.1145/1842993.1843058},
Img = {http://hcigames.com/wp-content/uploads/2015/02/3D-Attentional-Maps-Aggregated-Gaze-Visualizations-in-Three-Dimensional-Virtual-Environments.png},
Organization = {ACM},
Pages = {345-348},
Publisher = {ACM},
Title = {3D Attentional Maps: Aggregated Gaze Visualizations in Three-Dimensional Virtual Environments},
Url = {https://hcigames.com/download/3d-attentional-maps-aggregated-gaze-visualizations-in-three-dimensional-virtual-environments},
Year = {2010},
BdskUrl1 = {https://hcigames.com/wp-content/uploads/2015/01/3D-Attentional-Maps-Aggregated-Gaze-Visualizations-in-Three-Dimensional-Virtual-Environments.pdf},
BdskUrl2 = {http://dx.doi.org/10.1145/1842993.1843058}}
Gaze visualizations hold the potential to facilitate usability studies of interactive systems. However, visual gaze analysis in three- dimensional virtual environments still lacks methods and techniques for aggregating attentional representations. We propose three novel gaze visualizations for the application in such environments: projected, object-based, and surface-based attentional maps. These techniques provide an overview of how visual attention is distributed across a scene, among different models, and across a model's surface. Two user studies conducted among eye tracking and visualization experts approve the high value of these techniques for the fast evaluation of eye tracking studies in virtual environments.

Proceedings

Advanced Gaze Visualizations for Three-Dimensional Virtual Environments

Sophie Stellmach, Lennart 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
PDFDOIBibTeXAbstract
@inproceedings{StellmachNackeDachseltETRA2010,
Abstract = {Gaze visualizations represent an effective way for gaining fast insights into eye tracking data. Current approaches do not adequately support eye tracking studies for three-dimensional (3D) virtual environments. Hence, we propose a set of advanced gaze visualization techniques for supporting gaze behavior analysis in such environments. Similar to commonly used gaze visualizations for two-dimensional stimuli (e.g., images and websites), we contribute advanced 3D scan paths and 3D attentional maps. In addition, we introduce a models of interest timeline depicting viewed models, which can be used for displaying scan paths in a selected time segment. A prototype toolkit is also discussed which combines an implementation of our proposed techniques. Their potential for facilitating eye tracking studies in virtual environments was supported by a user study among eye tracking and visualization experts.},
Address = {Austin, TX, United States},
Author = {S. Stellmach, L. E. Nacke, and R. Dachselt},
Booktitle = {Proceedings of etra 2010},
Doi = {10.1145/1743666.1743693},
Img = {http://hcigames.com/wp-content/uploads/2015/02/Advanced-Gaze-Visualizations-for-Three-Dimensional-Virtual-Environments.png},
Isbn = {978-1-60558-994-7},
Keywords = {3d,3dve,attention,attentional maps,cve,eye movements,eye tracking,eyetracker,eyetracking,game,gaze,gaze visualizations,gaze_behavior,scan paths,sveeter,three-dimensional,ve,virtual environments,virtual_environment,visual,visual_attention,visualization,visualization_experts,visualization_techniques,visualizations,xna},
MendeleyTags = {3d,3dve,attention,cve,eyetracker,eyetracking,game,gaze,gaze_behavior,sveeter,ve,virtual_environment,visual,visual_attention,visualization,visualization_experts,visualization_techniques,visualizations,xna},
Pages = {109-112},
Publisher = {ACM},
Title = {Advanced Gaze Visualizations for Three-Dimensional Virtual Environments},
Type = {Conference proceedings (article)},
Url = {https://hcigames.com/download/advanced-gaze-visualizations-for-three-dimensional-virtual-environments},
Year = {2010},
BdskUrl1 = {https://hcigames.com/wp-content/uploads/2015/01/Advanced-Gaze-Visualizations-for-Three-Dimensional-Virtual-Environments.pdf},
BdskUrl2 = {http://dx.doi.org/10.1145/1743666.1743693}}
Gaze visualizations represent an effective way for gaining fast insights into eye tracking data. Current approaches do not adequately support eye tracking studies for three-dimensional (3D) virtual environments. Hence, we propose a set of advanced gaze visualization techniques for supporting gaze behavior analysis in such environments. Similar to commonly used gaze visualizations for two-dimensional stimuli (e.g., images and websites), we contribute advanced 3D scan paths and 3D attentional maps. In addition, we introduce a models of interest timeline depicting viewed models, which can be used for displaying scan paths in a selected time segment. A prototype toolkit is also discussed which combines an implementation of our proposed techniques. Their potential for facilitating eye tracking studies in virtual environments was supported by a user study among eye tracking and visualization experts.

Proceedings

Wiimote vs. Controller: Electroencephalographic Measurement of Affective Gameplay Interaction

Lennart 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
PDFDOIBibTeXAbstract
@inproceedings{Nacke2010,
Abstract = {Psychophysiological methods provide covert and reliable affective measurements of user experience (UX). The nature of affective UX in interactive entertainment is currently not well understood. With the dawn of new gaming consoles, scientific methodologies for studying user interaction in immersive entertainment (e.g., digital gaming) are needed. This paper reports a study on the influence of interaction modes (Playstation 2 game controller vs. Wii remote and Nunchuk) on subjective experience and brain activity measured with electroencephalography (EEG). Results indicate that EEG alpha and delta power correlate with negative affect and tension when using regular game controller input. EEG beta and gamma power seem to be related to the feeling of possible actions in spatial presence with a PS2 game controller. Delta as well as theta power correlate with self-location using a Wii remote and Nunchuk.},
Address = {Vancouver, BC, Canada},
Author = {L. E. Nacke},
Booktitle = {Proceedings of Futureplay 2010},
Doi = {10.1145/1920778.1920801},
Img = {http://hcigames.com/wp-content/uploads/2015/02/Wiimote-vs.-Controller-Electroencephalographic-Measurement-of-Affective-Gameplay-Interaction.png},
Isbn = {9781450302357},
Keywords = {affective computing,digital games,eeg,electroencephalography,electroencephalography (EEG),entertainment,games,hci,interaction,psychophysiology,user experience,user experience (UX)},
MendeleyTags = {affective computing,digital games,eeg,electroencephalography,entertainment,games,hci,interaction,psychophysiology,user experience},
Month = {may},
Pages = {159-166},
Publisher = {ACM},
Title = {Wiimote vs. Controller: Electroencephalographic Measurement of Affective Gameplay Interaction},
Url = {https://hcigames.com/download/wiimote-vs-controller-electroencephalographic-measurement-of-affective-gameplay-interaction},
Year = {2010},
BdskUrl1 = {https://hcigames.com/wp-content/uploads/2015/01/Wiimote-vs.-Controller-Electroencephalographic-Measurement-of-Affective-Gameplay-Interaction.pdf},
BdskUrl2 = {http://dx.doi.org/10.1145/1920778.1920801}}
Psychophysiological methods provide covert and reliable affective measurements of user experience (UX). The nature of affective UX in interactive entertainment is currently not well understood. With the dawn of new gaming consoles, scientific methodologies for studying user interaction in immersive entertainment (e.g., digital gaming) are needed. This paper reports a study on the influence of interaction modes (Playstation 2 game controller vs. Wii remote and Nunchuk) on subjective experience and brain activity measured with electroencephalography (EEG). Results indicate that EEG alpha and delta power correlate with negative affect and tension when using regular game controller input. EEG beta and gamma power seem to be related to the feeling of possible actions in spatial presence with a PS2 game controller. Delta as well as theta power correlate with self-location using a Wii remote and Nunchuk.

Proceedings

Gameplay Experience in a Gaze Interaction Game

Lennart Nacke, Sophie Stellmach, Dennis Sasse, and Craig Lindley. 2009. Gameplay Experience in a Gaze Interaction Game. In A. Villanueva, J. Hansen, and B. Ersbo. Eds. Proceedings of COGAIN 2009. Lyngby, Denmark. The COGAIN Association, 49-54.
PDFBibTeXAbstract
@inproceedings{Nacke2009b,
Abstract = {Assessing gameplay experience for gaze interaction games is a challenging task. For this study, a gaze interaction Half-Life 2 game modification was created that allowed eye tracking control. The mod was deployed during an experiment at Dreamhack 2007, where participants had to play with gaze navigation and afterwards rate their gameplay experience. The results show low tension and negative affects scores on the gameplay experience questionnaire as well as high positive challenge, immersion and flow ratings. The correlation between spatial presence and immersion for gaze interaction was high and yields further investigation. It is concluded that gameplay experience can be correctly assessed with the methodology presented in this paper.},
Address = {Lyngby, Denmark},
Annote = {available online},
Author = {L. E. Nacke, S. Stellmach, D. Sasse, and C. A. Lindley},
Booktitle = {Proceedings of COGAIN 2009},
Editor = {A. Villanueva, J. P. Hansen, and B. K. Ersbo ll},
Img = {http://hcigames.com/wp-content/uploads/2015/05/Gameplay-Experience-in-a-Gaze-Interaction-Game.png},
Keywords = {eyetracker,eyetracking,file-import,game,gaze,gazeinteraction,usability,ux},
MendeleyTags = {eyetracker,eyetracking,file-import,game,gaze,gazeinteraction,usability,ux},
Pages = {49-54},
Publisher = {The COGAIN Association},
Title = {Gameplay Experience in a Gaze Interaction Game},
Type = {Conference proceedings (article)},
Url = {https://hcigames.com/download/gameplay-experience-in-a-gaze-interaction-game},
Year = {2009},
BdskUrl1 = {https://hcigames.com/wp-content/uploads/2015/01/Gameplay-Experience-in-a-Gaze-Interaction-Game.pdf}}
Assessing gameplay experience for gaze interaction games is a challenging task. For this study, a gaze interaction Half-Life 2 game modification was created that allowed eye tracking control. The mod was deployed during an experiment at Dreamhack 2007, where participants had to play with gaze navigation and afterwards rate their gameplay experience. The results show low tension and negative affects scores on the gameplay experience questionnaire as well as high positive challenge, immersion and flow ratings. The correlation between spatial presence and immersion for gaze interaction was high and yields further investigation. It is concluded that gameplay experience can be correctly assessed with the methodology presented in this paper.
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