The maturing of gamification research
BrainHex: A Neurobiological Gamer Typology Survey
A 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
Analysing Social Metrics in an Online Game Site
Developing 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
BioS-Play: Workshop on Multiuser and Social Biosignal Adaptive Games and Playful Applications
Bringing Digital Games to User Research and User Experience
Critic-Proofing: Robust Validation Through Data-Mining
Designing Affective Games with Physiological Input
Electroencephalographic Assessment of Player Experience: A Pilot Study in Affective Ludology
Gameplay Experience Testing with Playability and Usability Surveys-An Experimental Pilot Study
Methods for Evaluating Gameplay Experience in a Serious Gaming Context
More Than a Feeling: Measurement of Sonic User Experience and Psychophysiology in a First-Person Shooter Game
Playability and Player Experience of Casual Games
Affective Ludology, Flow and Immersion in a First-Person Shooter: Measurement of Player Experience
Brain Training for Silver Gamers: Effects of Age and Game Form on Effectiveness, Efficiency, Self-Assessment, and Gameplay Experience.
Game Experience: Components and Methods of Measurement
Incentives and Gamification
Games User Research and Gamification in Human-Computer Interaction
Gamified and Persuasive Systems as Behavior Change Agents for Health and Wellness
The Impact of Health-Related User Interface Sounds on Player Experience
Online-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
Older 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
"It was Colonel Mustard in the Study with the Candlestick": Using Artifacts to Create An Alternate Reality Game-The Unworkshop
Development and validation of the player experience inventory: A scale to measure player experiences at the level of functional and psychosocial consequences
A QoS-based Search Engine for Semantic Web Services
Emotion-based Dynamic Difficulty Adjustment Using Parametrized Difficulty and Self-Reports of Emotion
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
Collaborative 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
LiverDefense: how to employ a tower defense game as a customisable research tool
On the automatic configuration of application-oriented operating systems
Mobile Augmented Reality as an Orientation Aid: A Scavenger Hunt Prototype
P.I.A.N.O.: Faster Piano Learning with Interactive Projection
A comparison of system-controlled and user-controlled personalization approaches
Exploring intended and unintended uses of (e)books as design inspiration for ambient displays in the home
Analysing gamification elements in educational environments using an existing Gamification taxonomy
Validating the effectiveness of data-driven gamification recommendations: An Exploratory study
Which one is the best? A quasi-experimental study comparing frameworks for unplugged gamification
Teaching Interactive Fiction for Undergraduate Students with the Aid of Information Technologies: An Experience Report
Thinking Inside the Box: How to Tailor Gamified Educational Systems Based on Learning Activities Types
Automatic game experience identification in educational games
Exploring content game elements to support gamification design in educational systems: narrative and storytelling
How to Gamify Learning Systems? An Experience Report using the Design Sprint Method and a Taxonomy for Gamification Elements in Education
A Taxonomy of Game Elements for Gamification in Educational Contexts: Proposal and Evaluation
Narrative for Gamification in Education: Why Should you Care?
Game 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
Design guidelines for Gamifying reading applications
Technology 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
Playtesting for indie studios
How Mobile is Mobile Gaming? Contextual Influences on Mobile Player Experience–A Model Proposition
Psychocological Correlations with Gameplay Experience Dimensions
Evaluating Player Experience in Games
Social Player Analytics in a Facebook Health Game
Lennart Nacke and Sebastian Deterding. 2017. The maturing of gamification research. .
Lennart Nacke, Chris Bateman, and Regan Mandryk. 2014. BrainHex: A Neurobiological Gamer Typology Survey. .
Pedro Nogueira, Rui Rodrigues, Eugénio Oliveira, and Lennart Nacke. 2013. A Regression-Based Method for Lightweight Emotional State Detection in Interactive Environments. .
Stephan Engl and Lennart Nacke. 2013. Contextual Influences on Mobile Player Experience--A Game User Experience Model. .
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. .
Gregor McEwan, Carl Gutwin, Regan Mandryk, and Lennart Nacke. 2012. Analysing Social Metrics in an Online Game Site. .
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. .
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. .
Lennart Nacke and Anders Drachen. 2011. Towards a Framework of Player Experience Research. .
Kai Kuikkaniemi, Marko Turpeinen, Hannu Korhonen, Niklas Ravaja, Guillaume Chanel, and Lennart Nacke. 2010. BioS-Play: Workshop on Multiuser and Social Biosignal Adaptive Games and Playful Applications. .
Lennart Nacke, Joerg Niesenhaus, Stephan Engl, Alessandro Canossa, Kai Kuikkaniemi, and Thomas Immich. 2010. Bringing Digital Games to User Research and User Experience. .
Ian Livingston, Lennart Nacke, and Regan Mandryk. 2010. Critic-Proofing: Robust Validation Through Data-Mining. .
Lennart Nacke and Regan Mandryk. 2010. Designing Affective Games with Physiological Input. .
Lennart Nacke, Sophie Stellmach, and Craig Lindley. 2010. Electroencephalographic Assessment of Player Experience: A Pilot Study in Affective Ludology. .
Lennart Nacke, Jonas Schild, and Joerg Niesenhaus. 2010. Gameplay Experience Testing with Playability and Usability Surveys-An Experimental Pilot Study. .
Lennart Nacke, Anders Drachen, and Stefan Göbel. 2010. Methods for Evaluating Gameplay Experience in a Serious Gaming Context. .
Lennart Nacke, Mark Grimshaw, and Craig Lindley. 2010. More Than a Feeling: Measurement of Sonic User Experience and Psychophysiology in a First-Person Shooter Game. .
Licia Calvi, Stefano Gualeni, Koos Nuijten, Lennart Nacke, and Karolien Poels. 2010. Playability and Player Experience of Casual Games. .
Lennart Nacke and Craig Lindley. 2009. Affective Ludology, Flow and Immersion in a First-Person Shooter: Measurement of Player Experience. .
Lennart Nacke, Anne Nacke, and Craig Lindley. 2009. Brain Training for Silver Gamers: Effects of Age and Game Form on Effectiveness, Efficiency, Self-Assessment, and Gameplay Experience.. .
Lennart Nacke. 2009. Game Experience: Components and Methods of Measurement. .
Yannai Gonczarowski and Gustavo Fortes Tondello. 2017. Incentives and Gamification. .
Lennart Nacke. 2017. Games User Research and Gamification in Human-Computer Interaction. .
Dennis Kappen and Rita Orji. 2017. Gamified and Persuasive Systems as Behavior Change Agents for Health and Wellness. .
James Robb, Tom Garner, Karen Collins, and Lennart Nacke. 2017. The Impact of Health-Related User Interface Sounds on Player Experience. .
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. .
Gustavo Fortes Tondello, Deltcho Valtchanov, Adrian Reetz, Rina Wehbe, Rita Orji, and Lennart Nacke. 2018. Towards a Trait Model of Video Game Preferences. .
Dennis Kappen, Pejman Mirza-Babaei, and Lennart Nacke. 2019. Older Adults’ Physical Activity and Exergames: A Systematic Review. .
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, Alberto Mora, Andrzej Marczewski, and Lennart Nacke. 2019. Empirical Validation of the Gamification User Types Hexad Scale in English and Spanish. .
Alina Striner, Lennart Nacke, Elizabeth Bonsignore, Matthew Louis Mauriello, Zachary 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. .
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. .
Gustavo Fortes Tondello and Frank Siqueira. 2008. A QoS-based Search Engine for Semantic Web Services. .
Julian Frommel, Fabian Fischbach, Katja Rogers, and Michael Weber. 2018. Emotion-based Dynamic Difficulty Adjustment Using Parametrized Difficulty and Self-Reports of Emotion. .
Gustavo Fortes Tondello and Lennart Nacke. 2020. Validation of User Preferences and Effects of Personalized Gamification on Task Performance. .
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. .
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. .
Mitchell Loewen, Christopher Burris, and Lennart Nacke. 2020. Me, Myself, and Not-I: Self-Discrepancy Type Predicts Avatar Creation Style. .
Katta Spiel and Lennart Nacke. 2020. What is it Like to Be a Game?-Object Oriented Inquiry for Games Research, Design and Evaluation. .
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. .
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. .
Pedro Nogueira, Rui Rodrigues, Eugénio Oliveira, and Lennart Nacke. 2015. Modelling human emotion in interactive environments: Physiological ensemble and grounded approaches for synthetic agents. .
Julia Brich, Katja Rogers, Julian Frommel, Martin Weidhaas, Adrian Brückner, Sarah Mirabile, Tamara Dorn, Valentin Riemer, Claudia Schrader, and Michael Weber. 2017. LiverDefense: how to employ a tower defense game as a customisable research tool. .
Gustavo Fortes Tondello and Antonio Frohlich. 2005. On the automatic configuration of application-oriented operating systems. .
Katja Rogers, Julian Frommel, Larissa Breier, Sinan Celik, Harry Kramer, Stefan Kreidel, Julia Brich, Valentin Riemer, and Claudia Schrader. 2015. Mobile Augmented Reality as an Orientation Aid: A Scavenger Hunt Prototype. .
Katja Rogers, Amrei Röhlig, Mathias Weing, Jan Gugenheimer, Bastian Könings, Melina Klepsch, Florian Schaub, Enrico Rukzio, TIna Seufert, and Michael Weber. 2014. P.I.A.N.O.: Faster Piano Learning with Interactive Projection. .
Rita Orji, Kiemute Oyibo, and Gustavo Fortes Tondello. 2017. A comparison of system-controlled and user-controlled personalization approaches. .
Manfred Tscheligi, Petra Sundström, Iva Randelshofer, Katja Neureiter, Ilhan Aslan, and Christiane Moser. 2018. Exploring intended and unintended uses of (e)books as design inspiration for ambient displays in the home. .
Alexandra I. Cristea, Seiji Isotani, Isabela Gasparini, Ig Bittencourt, Lei Shi, Luiz Rodrigues, Paula Palomino, Wilk Oliveira, Ana C. T. Klock, and Armando Toda. 2019. Analysing gamification elements in educational environments using an existing Gamification taxonomy. .
Armando Toda, Paula Palomino, Luiz Rodrigues, Wilk Oliveira, Lei Shi, Seiji Isotani, and Alexandra Cristea. 2020. Validating the effectiveness of data-driven gamification recommendations: An Exploratory study. .
Wilk Oliveira, Armando Toda, Paula Palomino, Luiz Rodrigues, and Seiji Isotani. 2020. Which one is the best? A quasi-experimental study comparing frameworks for unplugged gamification. .
Seiji Isotani, Luiz Rodrigues, Wilk Oliveira, Armando Toda, and Paula Palomino. 2019. Teaching Interactive Fiction for Undergraduate Students with the Aid of Information Technologies: An Experience Report. .
Luiz Rodrigues, Wilk Oliveira, Armando Toda, Paula Palomino, and Seiji Isotani. 2019. Thinking Inside the Box: How to Tailor Gamified Educational Systems Based on Learning Activities Types. .
Wilk Oliveira, Luiz Rodrigues, Armando Toda, Paula Palomino, and Seiji Isotani. 2019. Automatic game experience identification in educational games. .
Paula Palomino, Armando Toda, Wilk Oliveira, Luiz Rodrigues, Alexandra Cristea, and Seiji Isotani. 2019. Exploring content game elements to support gamification design in educational systems: narrative and storytelling. .
Seiji Isotani, Alexandra Cristea, Isabela Gasparini, Ana C. T. Klock, Luiz Rodrigues, Wilk Oliveira, Paula Palomino, and Armando Toda. 2020. How to Gamify Learning Systems? An Experience Report using the Design Sprint Method and a Taxonomy for Gamification Elements in Education. .
Armando Toda, Wilk Oliveira, Ana C. T. Klock, Paula Palomino, Marcelo Pimenta, Ig Bittencourt, Lei Shi, Isabela Gasparini, Seiji Isotani, and Alexandra Cristea. 2019. A Taxonomy of Game Elements for Gamification in Educational Contexts: Proposal and Evaluation. .
Paula Palomino, Armando Toda, Wilk Oliveira, Alexandra Cristea, and Seiji Isotani. 2019. Narrative for Gamification in Education: Why Should you Care?. .
Giovanni Ribeiro, Katja Rogers, Maximilian Altmeyer , Thomas Terkildsen, and Lennart Nacke. 2020. Game Atmosphere: Effects of Audiovisual Thematic Cohesion on Player Experience and Psychophysiology. .
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. .
Rina Wehbe, James Robb, Jessica Clarke, João Costa, and Lennart Nacke. 2014. Design guidelines for Gamifying reading applications. .
Lennart Nacke, Pejman Mirza-Babaei, and Dennis Kappen. 2020. Technology Facilitates Physical Activity Through Gamification: A Thematic Analysis of an 8-Week Study. .
Lennart Nacke, Pejman Mirza-Babaei, and Dennis Kappen. 2020. Gamification of Older Adults’ Physical Activity: Thematic Analysis of an Eight-Week Experimental Study. .
Pejman Mirza-Babaei, Naeem Moosajee, and Brandon Drenikow. 2016. Playtesting for indie studios. .
Stephan Engl and Lennart Nacke. 2010. How Mobile is Mobile Gaming? Contextual Influences on Mobile Player Experience–A Model Proposition. .
Anders Drachen, Lennart Nacke, Georgios Yannakakis, and Anja Pedersen. 2010. Psychocological Correlations with Gameplay Experience Dimensions. .
Anders Drachen, Calvin Lough, and Lennart Nacke. 2011. Evaluating Player Experience in Games. .
Lennart Nacke, Matthias Klauser, and Paul Prescod. 2013. Social Player Analytics in a Facebook Health Game. .