Year 2017
Back to topThe maturing of gamification research
Year 2014
Back to topBrainHex: A Neurobiological Gamer Typology Survey
Year 2013
Back to topA Regression-Based Method for Lightweight Emotional State Detection in Interactive Environments
Contextual Influences on Mobile Player Experience--A Game User Experience Model
The Effect of Sound on Visual Fidelity Perception in Stereoscopic 3-D
Year 2012
Back to topAnalysing Social Metrics in an Online Game Site
Year 2011
Back to topDeveloping a Triangulation System for Digital Game Events, Observational Video, and Psychophysiological Data to Study Emotional Responses to a Virtual Character
LAIF: A Logging and Interaction Framework for Gaze-Based Interfaces in Virtual Entertainment Environments
Towards a Framework of Player Experience Research
Year 2017
Back to topGames User Research and Gamification in Human-Computer Interaction
The Impact of Health-Related User Interface Sounds on Player Experience
Year 2018
Back to topOnline-only friends, real-life friends or strangers? Differential associations with passion and social capital in video game play
Towards a Trait Model of Video Game Preferences
Year 2019
Back to topOlder Adults’ Physical Activity and Exergames: A Systematic Review
Defining Gameful Experience as a Psychological State Caused by Gameplay: Replacing the Term ‘Gamefulness’ with Three Distinct Constructs
Empirical Validation of the Gamification User Types Hexad Scale in English and Spanish
Year 2016
Back to top"It was Colonel Mustard in the Study with the Candlestick": Using Artifacts to Create An Alternate Reality Game-The Unworkshop
Year 2020
Back to topDevelopment and validation of the player experience inventory: A scale to measure player experiences at the level of functional and psychosocial consequences
Validation of User Preferences and Effects of Personalized Gamification on Task Performance
Demystifying the First-Time Experience of Mobile Games: The Presence of a Tutorial Has a Positive Impact on Non-Expert Players’ Flow and Continuous-Use Intentions
Playing in the backstore: interface gamification increases warehousing workforce engagement
Me, Myself, and Not-I: Self-Discrepancy Type Predicts Avatar Creation Style
What is it Like to Be a Game?-Object Oriented Inquiry for Games Research, Design and Evaluation
Year 2015
Back to topCollaborative Multi-Touch Clinical Handover System for the Neonatal Intensive Care Unit
Vanishing scares: biofeedback modulation of affective player experiences in a procedural horror game
Modelling human emotion in interactive environments: Physiological ensemble and grounded approaches for synthetic agents
Year 2017
Back to topA comparison of system-controlled and user-controlled personalization approaches
Year 2023
Back to topComprehending the Crypto-Curious: How Investors and Inexperienced Potential Investors Perceive and Practice Cryptocurrency Trading
Year 2020
Back to topGame Atmosphere: Effects of Audiovisual Thematic Cohesion on Player Experience and Psychophysiology
Personal Space in Play: Physical and Digital Boundaries in Large-Display Cooperative and Competitive Games
Year 2014
Back to topDesign guidelines for Gamifying reading applications
Year 2020
Back to topTechnology Facilitates Physical Activity Through Gamification: A Thematic Analysis of an 8-Week Study
Gamification of Older Adults’ Physical Activity: Thematic Analysis of an Eight-Week Experimental Study
Year 2011
Back to topEvaluating Player Experience in Games
Year 2013
Back to topSocial Player Analytics in a Facebook Health Game
Year 2021
Back to topRevealing the hotspots of educational gamification: An umbrella review
Investigating the effects of individual cognitive styles on collaborative gameplay
Lennart Nacke and Sebastian Deterding. 2017. The maturing of gamification research. In Computers in Human Behavior 71: 450-454. Elsevier. doi:10.1016/j.chb.2016.11.062
Lennart Nacke, Chris Bateman, and Regan Mandryk. 2014. BrainHex: A Neurobiological Gamer Typology Survey. In Entertainment Computing 5, 1: 55-62. Elsevier. doi:10.1016/j.entcom.2013.06.002
Pedro Nogueira, Rui Rodrigues, Eugénio Oliveira, and Lennart Nacke. 2013. A Regression-Based Method for Lightweight Emotional State Detection in Interactive Environments. In XVI Portuguese Conference on Artificial Intelligence (EPIA) 2013. Angra do Heroísmo, Açores, Portugal. Springer-Verlag Berlin Heidelberg.
Stephan Engl and Lennart Nacke. 2013. Contextual Influences on Mobile Player Experience--A Game User Experience Model. In Entertainment Computing 4, 1: 83-91. Elsevier. doi:10.1016/j.entcom.2012.06.001
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
Gregor McEwan, Carl Gutwin, Regan Mandryk, and Lennart Nacke. 2012. Analysing Social Metrics in an Online Game Site. In Proceedings of GRAND 2012. Montréal, QC, Canada.
J. Matias Kivikangas, Lennart Nacke, and Niklas Ravaja. 2011. Developing a Triangulation System for Digital Game Events, Observational Video, and Psychophysiological Data to Study Emotional Responses to a Virtual Character. In Entertainment Computing 2, 1: 11-16. Elsevier. doi:10.1016/j.entcom.2011.03.006
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
Lennart Nacke and Anders Drachen. 2011. Towards a Framework of Player Experience Research. In Proceedings of EPEX 2011. Bordeaux, France.
Lennart Nacke. 2017. Games User Research and Gamification in Human-Computer Interaction. In XRDS: Crossroads, The ACM Magazine for Students 24, 1: 48-51. ACM. doi:10.1145/3123748
James Robb, Tom Garner, Karen Collins, and Lennart Nacke. 2017. The Impact of Health-Related User Interface Sounds on Player Experience. In Simulation & Gaming 48, 3: 402-427. SAGE. doi:10.1177/1046878116688236
Ryan Perry, Anders Drachen, Allison Kearney, Simone Kriglstein, Lennart Nacke, Rafet Sifa, Guenter Wallner, and Daniel Johnson. 2018. Online-only friends, real-life friends or strangers? Differential associations with passion and social capital in video game play. In Computers in Human Behavior 79: 202-210. Elsevier. doi:10.1016/j.chb.2017.10.032
Gustavo Fortes Tondello, Deltcho Valtchanov, Adrian Reetz, Rina Wehbe, Rita Orji, and Lennart Nacke. 2018. Towards a Trait Model of Video Game Preferences. In International Journal of Human–Computer Interaction 34, 8: 732-748. Taylor & Francis. doi:10.1080/10447318.2018.1461765
Dennis Kappen, Pejman Mirza-Babaei, and Lennart Nacke. 2019. Older Adults’ Physical Activity and Exergames: A Systematic Review. In International Journal of Human–Computer Interaction 35, 2: 140-167. Taylor & Francis. doi:10.1080/10447318.2018.1441253
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. In International Journal of Human-Computer Studies 127: 81-94. Elsevier. doi:10.1016/j.ijhcs.2018.08.003
Gustavo Fortes Tondello, Alberto Mora, Andrzej Marczewski, and Lennart Nacke. 2019. Empirical Validation of the Gamification User Types Hexad Scale in English and Spanish. In International Journal of Human-Computer Studies 127: 95-111. Elsevier. doi:10.1016/j.ijhcs.2018.10.002
Alina Striner, Lennart Nacke, Elizabeth Bonsignore, Matthew Louis Mauriello, Phoebe Toups, Carlea Holl-Jensen, and Heather Kelley. 2016. "It was Colonel Mustard in the Study with the Candlestick": Using Artifacts to Create An Alternate Reality Game-The Unworkshop. In arXiv:1804.08737 [cs.HC]. arXiv. Online: https://arxiv.org/abs/1804.08737
Vero Vanden Abeele, Katta Spiel, Lennart Nacke, Daniel Johnson, and Kathrin Gerling. 2020. Development and validation of the player experience inventory: A scale to measure player experiences at the level of functional and psychosocial consequences. In International Journal of Human-Computer Studies 135. Elsevier. doi:10.1016/j.ijhcs.2019.102370
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
Mario Passalacqua, Raphaël Morin, Sylvain Sénécal, Lennart Nacke, and Pierre-Majorique Léger. 2020. Demystifying the First-Time Experience of Mobile Games: The Presence of a Tutorial Has a Positive Impact on Non-Expert Players’ Flow and Continuous-Use Intentions. In Multimodal Technologies and Interaction 4, 3: 41. Multidisciplinary Digital Publishing Institute. doi:10.3390/mti4030041
Mario Passalacqua, Pierre-Majorique Léger, Lennart Nacke, Marc Fredette, Élise Labonté-Lemoyne, Xinli Lin, Tony Caprioli, and Sylvain Sénécal. 2020. Playing in the backstore: interface gamification increases warehousing workforce engagement. In Industrial Management & Data Systems.. doi:10.1108/IMDS-08-2019-0458
Mitchell Loewen, Christopher Burris, and Lennart Nacke. 2020. Me, Myself, and Not-I: Self-Discrepancy Type Predicts Avatar Creation Style. In Frontiers in physiology 11.
Katta Spiel and Lennart Nacke. 2020. What is it Like to Be a Game?-Object Oriented Inquiry for Games Research, Design and Evaluation. In Frontiers in Computer Science 2: 18. Frontier. doi:10.3389/fcomp.2020.00018
Rishikesan Kamaleswaran, Rina Wehbe, Edward Pugh, Lennart Nacke, Carolyn McGregor, and Andrew James. 2015. Collaborative Multi-Touch Clinical Handover System for the Neonatal Intensive Care Unit. In Electronic Journal of Health Informatics 9, 1: 5. eJHI.
Pedro Nogueira, Vasco Torres, Rui Rodrigues, Eugénio Oliveira, and Lennart Nacke. 2015. Vanishing scares: biofeedback modulation of affective player experiences in a procedural horror game. In Journal on Multimodal User Interfaces 10, 1: 31-62. Journal on Multimodal User Interfaces.
Pedro Nogueira, Rui Rodrigues, Eugénio Oliveira, and Lennart Nacke. 2015. Modelling human emotion in interactive environments: Physiological ensemble and grounded approaches for synthetic agents. In Web intelligence 13, 3: 195-214. IOS Press. doi:10.3233/WEB-150321
Rita Orji, Kiemute Oyibo, and Gustavo Fortes Tondello. 2017. A comparison of system-controlled and user-controlled personalization approaches. In Adjunct publication of the 25th conference on user modeling, adaptation and personalization: 413-418. New York, NY, USA. ACM. doi:10.1145/3099023.3099116
Hilda Hadan, Leah Zhang-Kennedy, Lennart Nacke, and Ville Mäkelä. 2023. Comprehending the Crypto-Curious: How Investors and Inexperienced Potential Investors Perceive and Practice Cryptocurrency Trading. In International Journal of Human–Computer Interaction. doi:10.1080/10447318.2023.2239556
Giovanni Ribeiro, Katja Rogers, Maximilian Altmeyer , Thomas Terkildsen, and Lennart Nacke. 2020. Game Atmosphere: Effects of Audiovisual Thematic Cohesion on Player Experience and Psychophysiology. In Proceedings of the Annual Symposium on Computer-Human Interaction in Play (CHI PLAY '20). New York, NY, USA. ACM. doi:10.1145/3410404.3414245
Rina Wehbe, Terence Dickson , Anastasia Kuzminykh, Lennart Nacke, and Edward Lank. 2020. Personal Space in Play: Physical and Digital Boundaries in Large-Display Cooperative and Competitive Games. In Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems (CHI '20). New York, NY, USA. ACM. doi:10.1145/3313831.3376319
Rina Wehbe, James Robb, Jessica Clarke, João Costa, and Lennart Nacke. 2014. Design guidelines for Gamifying reading applications. In 2014 IEEE Games Media Entertainment: 1-4. Toronto, ON, Canada. IEEE. doi:10.1109/GEM.2014.7405433
Lennart Nacke, Pejman Mirza-Babaei, and Dennis Kappen. 2020. Technology Facilitates Physical Activity Through Gamification: A Thematic Analysis of an 8-Week Study. In Frontiers in Computer Science - Human-Media Interaction 2: 530309. Frontiers in Computer Science. doi:10.3389/fcomp.2020.530309
Lennart Nacke, Pejman Mirza-Babaei, and Dennis Kappen. 2020. Gamification of Older Adults’ Physical Activity: Thematic Analysis of an Eight-Week Experimental Study. In Frontiers in Computer Science 2: 44. Frontiers.
Anders Drachen, Calvin Lough, and Lennart Nacke. 2011. Evaluating Player Experience in Games. In 6th International Conference on the Foundations of Digital Games Workshop, 2011. ACM.
Lennart Nacke, Matthias Klauser, and Paul Prescod. 2013. Social Player Analytics in a Facebook Health Game. In 한국 HCI 학회 학술대회 (2014): 180-187. Online: http://hcigames.com/wp-content/uploads/2015/02/Social-Player-Analytics-in-a-Facebook-Health-Game.pdf
Ahmed Hosny Saleh Metwally. 2021. Revealing the hotspots of educational gamification: An umbrella review. In Ahmed Mohamed Fahmy Yousef, Wang Yining, Maiga Chang, and Lennart Nacke. Eds. International Journal of Educational Research 109. International Journal of Educational Research. doi:10.1016/j.ijer.2021.101832
Sultan Alharthi, George Raptis, Christina Katsini, Igor Dolgov, Lennart Nacke, and Phoebe Toups. 2021. Investigating the effects of individual cognitive styles on collaborative gameplay. In ACM Transactions on Computer-Human Interaction (TOCHI) 28, 4: 1-49. New York, NY, USA. ACM. doi:10.1145/3445792