Affective Ludology: Scientific Measurement of User Experience in Interactive Entertainment
Human-Computer Interaction–INTERACT 2019: 17th IFIP TC 13 International Conference
Designing and Evaluating Sociability in Online Video Games.
2015 Annual Symposium on Computer-Human Interaction in Play
First ACM SIGCHI Annual Symposium on Computer-Human Interaction in Play.
Gamification 2013: Gameful Design, Research, and Applications.
How to publish research results for academic and non-academic audiences
UMAP 2017 Fifty Shades of Personalization-Workshop on Personalization in Serious and Persuasive Games and Gameful Interactions: Organizers' Welcome & Organization
Positive Computing: A novel research field to promote human well-being
An introduction to gamification in human-computer interaction
User Research for 3D Display Settings with EEG Frontal Alpha Asymmetry
Synchronous Visualization of Video and Psychophysiological User Data
Cycloshoot: Exergaming, Heart Rate, and User Experience.
Introducing a Biometric Storyboards Tool for Games User Research.
Games User Research using EEG Techniques.
Storyboarding for Games User Research
CycloShoot: A first-person shooter fitness game on a bicycle
Biometric Storyboards: An Industry-Friendly Method for Evaluating Affect and User Experience in Games
Lennart Nacke on Marketing through Gamification & Reciprocity
Designing Affective Games Using Psychophysiological Input.
Lennart Nacke. 2009. Affective Ludology: Scientific Measurement of User Experience in Interactive Entertainment. .
Panayiotis Zaphiris, Marco Winckler, Helen Petrie, Lennart Nacke, Fernando Loizides, and David Lamas. 2019. Human-Computer Interaction–INTERACT 2019: 17th IFIP TC 13 International Conference. .
David Geerts, Lennart Nacke, Effie Lai-Chong Law, Panayiotis Zaphiris, and Georgios Christou. 2015. Designing and Evaluating Sociability in Online Video Games. . .
Lennart Nacke, Regina Bernhaupt, Paul Cairns, and Anna L Cox. 2015. 2015 Annual Symposium on Computer-Human Interaction in Play. .
T. C. Nicholas Graham, Lennart Nacke, Regan Mandryk, and Florian ‘Floyd’ Mueller. 2014. First ACM SIGCHI Annual Symposium on Computer-Human Interaction in Play.. .
Neil Randall, Kevin Harrigan, and Lennart Nacke. 2013. Gamification 2013: Gameful Design, Research, and Applications.. .
Gustavo Fortes Tondello. 2018. How to publish research results for academic and non-academic audiences. .
Elke Mattheiss, Marc Busch, Rita Orji, Gustavo Fortes Tondello, Andrzej Marczewski, Wolfgang Hochleitner, Michael Lankes, and Manfred Tscheligi. 2017. UMAP 2017 Fifty Shades of Personalization-Workshop on Personalization in Serious and Persuasive Games and Gameful Interactions: Organizers' Welcome & Organization. .
Gustavo Fortes Tondello. 2017. Positive Computing: A novel research field to promote human well-being. .
Gustavo Fortes Tondello. 2016. An introduction to gamification in human-computer interaction. .
Rina Wehbe, Andrew Hogue, Christopher Zerebecki, Saad Khattak, and Lennart Nacke. 2014. User Research for 3D Display Settings with EEG Frontal Alpha Asymmetry. .
João Costa and Lennart Nacke. 2014. Synchronous Visualization of Video and Psychophysiological User Data. .
Dennis Kappen and Lennart Nacke. 2013. Cycloshoot: Exergaming, Heart Rate, and User Experience.. .
Pejman Mirza-Babaei, Lennart Nacke, and John Gregory. 2013. Introducing a Biometric Storyboards Tool for Games User Research.. .
Rina Wehbe and Lennart Nacke. 2013. Games User Research using EEG Techniques.. .
Pejman Mirza-Babaei and Lennart Nacke. 2013. Storyboarding for Games User Research. .
Matthias Klauser, Daniel Stepchenko , Pejman Mirza-Babaei, and Lennart Nacke. 2012. CycloShoot: A first-person shooter fitness game on a bicycle. .
Pejman Mirza-Babaei and Lennart Nacke. 2012. Biometric Storyboards: An Industry-Friendly Method for Evaluating Affect and User Experience in Games. .
Lennart Nacke. 2012. Lennart Nacke on Marketing through Gamification & Reciprocity. .
Lennart Nacke and Regan Mandryk. 2011. Designing Affective Games Using Psychophysiological Input.. .