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Researching Affective Systems and Engaging Interactions

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Publications: Misc

You are here: Home / Publications: Misc

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Year 2019

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Misc

Human-Computer Interaction–INTERACT 2019: 17th IFIP TC 13 International Conference

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. Springer Nature., 2-6. doi:10.1007/978-3-030-29390-1
DOIBibTeXExternal URL
@book{lamas2019human,
  title={Human-Computer Interaction--INTERACT 2019: 17th IFIP TC 13 International Conference, Paphos, Cyprus, September 2--6, 2019, Proceedings},
  author={Lamas, David and Loizides, Fernando and Nacke, Lennart and Petrie, Helen and Winckler, Marco and Zaphiris, Panayiotis},
  volume={11748},
  year={2019},
  publisher={Springer Nature}
}

Year 2015

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Misc

Designing and Evaluating Sociability in Online Video Games.

David Geerts, Lennart Nacke, Effie Lai-Chong Law, Panayiotis Zaphiris, and Georgios Christou. 2015. Designing and Evaluating Sociability in Online Video Games. . Computers in Human Behavior., 515-566. doi:10.1145/2468356.2479656
DOIBibTeXAbstractExternal URLSlides
@article{ravaja2006spatial,
  title={Spatial presence and emotions during video game playing: Does it matter with whom you play?},
  author={Ravaja, Niklas and Saari, Timo and Turpeinen, Marko and Laarni, Jari and Salminen, Mikko and Kivikangas, Matias},
  journal={Presence: Teleoperators and virtual environments},
  volume={15},
  number={4},
  pages={381--392},
  year={2006},
  publisher={MIT Press}
}
The emergence of Online Video Games has led to new ways of socializing with friends. Nowadays a good online game is also associated with the pleasure of socializing and interaction with other players. One cannot play such a game solitarily in a meaningful sense without interacting with the other players. However, there are still no integrated ways of designing and evaluating the inherent sociability of online video games, nor are there methods or guidelines for designing and evaluating social user experiences. Designers of online video games are often left to use their intuition and experience, many times leading to design failures.

This workshop aims to further the understanding of designing for sociability and evaluating such designs for online video games. The goal is to exact a framework for the design of sociability structures in online games, and identify methods of effective evaluation of those structures that are practical and can be applied in the industry. With the wide reach of online video games, the time is ripe to codify and integrate the methods that have been developed for designing and evaluating social player experiences. The results will then be turned into a methodological framework that enables online video game designers to select appropriately existing methods and tools to design and evaluate systematically the social player experience of their online computer game prototypes and products.

Misc

2015 Annual Symposium on Computer-Human Interaction in Play

Lennart Nacke, Regina Bernhaupt, Paul Cairns, and Anna L Cox. 2015. 2015 Annual Symposium on Computer-Human Interaction in Play. SIGCHI. doi:10.1145/2793107
DOIBibTeXAbstractExternal URL
@proceedings{10.1145/2793107,
title = {CHI PLAY '15: Proceedings of the 2015 Annual Symposium on Computer-Human Interaction in Play},
year = {2015},
isbn = {9781450334662},
publisher = {Association for Computing Machinery},
address = {New York, NY, USA},
abstract = {It is our great pleasure to welcome you to the second ACM SIGCHI Annual Symposium
on Computer-Human Interaction in Play -- CHI PLAY'15. CHI PLAY is a new international
and interdisciplinary conference series for researchers and professionals across all
areas of play, games and human-computer interaction (HCI), we call it: "player-computer
interaction." We see CHI PLAY as a great opportunity to highlight and foster discussion
of current high quality research in games and HCI as foundations for the future of
digital play. This year is the second year of this conference which is already proving
to be a premier forum for presentation of research results and experience reports
on leading edge issues of novel game interaction, player experience evaluations, neurogaming,
gamification, exertion games, games user research, player psychology, social game
systems, serious games, game developer applications, interaction design and theory.
The mission of the conference is to share insights into game interaction design and
analysis that fulfill the needs of developers, researchers and designers and identify
new directions for future research and development in HCI and games. CHI PLAY gives
researchers and practitioners a unique opportunity to share their perspectives with
others interested in the various aspects of HCI in games. The conference provides
a meeting place of practitioners and academics for presenting and discussing peer-reviewed
academic papers and the latest breaking results and approaches from industry.The call
for papers attracted submissions from Asia, Canada, Australia, Europe, and the United
States. We selected a program committee of experts in human-computer interaction and
game research to lead the scientific review process. All full papers were blind reviewed
by peer reviewers as well as a committee member. Accepted papers are published in
the ACM Digital Library.},
location = {London, United Kingdom}
}
It is our great pleasure to welcome you to the second ACM SIGCHI Annual Symposium on Computer-Human Interaction in Play -- CHI PLAY'15. CHI PLAY is a new international and interdisciplinary conference series for researchers and professionals across all areas of play, games and human-computer interaction (HCI), we call it: "player-computer interaction." We see CHI PLAY as a great opportunity to highlight and foster discussion of current high quality research in games and HCI as foundations for the future of digital play. This year is the second year of this conference which is already proving to be a premier forum for presentation of research results and experience reports on leading edge issues of novel game interaction, player experience evaluations, neurogaming, gamification, exertion games, games user research, player psychology, social game systems, serious games, game developer applications, interaction design and theory. The mission of the conference is to share insights into game interaction design and analysis that fulfill the needs of developers, researchers and designers and identify new directions for future research and development in HCI and games. CHI PLAY gives researchers and practitioners a unique opportunity to share their perspectives with others interested in the various aspects of HCI in games. The conference provides a meeting place of practitioners and academics for presenting and discussing peer-reviewed academic papers and the latest breaking results and approaches from industry.

The call for papers attracted submissions from Asia, Canada, Australia, Europe, and the United States. We selected a program committee of experts in human-computer interaction and game research to lead the scientific review process. All full papers were blind reviewed by peer reviewers as well as a committee member. Accepted papers are published in the ACM Digital Library.

Year 2014

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Misc

First ACM SIGCHI 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.. SIGCHI. doi:proceedings/10.1145/2658537
DOIBibTeXAbstractExternal URL
@article{games2014acm,
  title={The ACM SIGCHI Annual Symposium on Computer-Human Interaction in Play},
  author={Games, Persuasive},
  journal={Interactions},
  year={2014}
}
It is our great pleasure to welcome you to the first ACM SIGCHI Annual Symposium on Computer-Human Interaction in Play -- CHI PLAY'14. CHI PLAY is a new international and interdisciplinary conference series for researchers and professionals across all areas of play, games and humancomputer interaction (HCI), we call it: "player-computer interaction." This conference is the first of its kind and we see CHI PLAY as a great opportunity to highlight and foster discussion of current high quality research in games and HCI as foundations for the future of digital play. This year is the inaugural year of this symposium and is bound to set future traditions of being the premier forum for presentation of research results and experience reports on leading edge issues of novel game interaction, player experience evaluations, neurogaming, gamification, exertion games, games user research, player psychology, social game systems, serious games, game developer applications, interaction design and theory. The mission of the symposium is to share insights into game interaction design and analysis that fulfill the needs of developers, researchers and designers and identify new directions for future research and development in HCI and games. CHI PLAY gives researchers and practitioners a unique opportunity to share their perspectives with others interested in the various aspects of HCI in games. The conference provides a meeting place of practitioners and academics for presenting and discussing peer-reviewed academic papers and the latest breaking results and approaches from industry.

The call for papers attracted submissions from Asia, Canada, Australia, Europe, and the United States. We selected a program committee of experts in human-computer interaction and game research to lead the scientific review process. All full papers were blind reviewed by peer reviewers as well as a committee member. Accepted papers are published in the ACM Digital Library.

Year 2013

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Misc

Gamification 2013: Gameful Design, Research, and Applications.

Neil Randall, Kevin Harrigan, and Lennart Nacke. 2013. Gamification 2013: Gameful Design, Research, and Applications.. ACM. doi:10.1145/2583008
DOIAbstractExternal URL
Gamification 2013 is a three-day, dual-track conference with the most comprehensive program of gameful thinking, research, analysis, and best practices ever assembled in Canada. This conference brings professionals from the gamification industry together with game design researchers interested in human motivation and the power of gameful design and digital games.

This conference is the first of its kind and we will use this opportunity to unite the burgeoning area of gamification. Our program is a blend of academic research and experimental applications with industry and non-profit examples, procedures, best practices, goals and results. It gives an idea of what all is now possible in the field of gamification. Our topics range from using citizen science games for motivation to best practices of exergames and classroom gamification. Not to forget the necessary discussion of the overlap between serious games and gamification.

Year 2014

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Misc

User Research for 3D Display Settings with EEG Frontal Alpha Asymmetry

Rina Wehbe, Andrew Hogue, Christopher Zerebecki, Saad Khattak, and Lennart Nacke. 2014. User Research for 3D Display Settings with EEG Frontal Alpha Asymmetry. Online: https://rinawehbe.ca/wp-content/uploads/GUR-Workshop-Rina-Submission-FINAL-LEN.pdf
AbstractExternal URL
The effectiveness of stereoscopic 3D displays in games
is currently debated for creating immersive player
experiences. In this project, we investigate how
stereoscopic 3D can work in games that make use of
depth information in 2D overlays and how this affects
physiological brain responses (EEG) indicating player
arousal. We conducted a pilot study to determine
whether stereoscopic 3D is more arousing than other
depth techniques such as shadow cues and heads-up
displays (HUD). Participants played a game with
multiple game maps in different display conditions:
stereoscopic 3D (S3D), heads-up display (HUD),
shadow (S), or none (N). The physiological results
showed no hemispheric activity difference by condition.

Misc

Synchronous Visualization of Video and Psychophysiological User Data

João Costa and Lennart Nacke. 2014. Synchronous Visualization of Video and Psychophysiological User Data. Online: https://joaopccosta.files.wordpress.com/2012/03/chigur2014_submission_17.pdf
AbstractExternal URL
Evaluating video game players in games user research
uses both quantitative and qualitative methods. When a
Games User Researcher employs video recordings and
psychophysiological measures to collect player data
during a game, they need to correlate events from both
sources of data (physiological and video data). The
correlation of psychophysiological events with videos is
regularly done manually, which consumes time. We
propose a prototype for an application that combines
such data sources of player sessions, allowing a
researcher to visualize regions of interest of the video
in relation to the specified psychophysiological activity
parameters set.

Year 2013

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Misc

Cycloshoot: Exergaming, Heart Rate, and User Experience

Dennis Kappen and Lennart Nacke. 2013. Cycloshoot: Exergaming, Heart Rate, and User Experience. Online: https://www.academia.edu/4780311/CYCLOSHOOT_Exergaming_Heart_Rate_and_User_Experience
External URL

Misc

Introducing a Biometric Storyboards Tool for Games User Research

Pejman Mirza-Babaei, Lennart Nacke, and John Gregory. 2013. Introducing a Biometric Storyboards Tool for Games User Research. Toronto, ON, Canada. IEEE. doi:10.1109/GEM.2014.7048098
DOIBibTeXAbstract
@inproceedings{mirza2014introducing,
  title={Introducing the biometric storyboards tool for games user research},
  author={Mirza-Babaei, Pejman and Nacke, Lennart},
  booktitle={2014 IEEE Games Media Entertainment},
  pages={1--7},
  year={2014},
  organization={IEEE}
}
Evaluating and communicating affective user experience in games is an important component of the growing field of games user research (GUR). An important goal for the game industry and researchers alike is the successful unification of physiological measurements and player experience reports to generate meaningful insights, which is challenging due to the varying natures of the data. In this paper, we present a tool that facilitates GUR with a method called Biometric Storyboards (BioSt). The tool allows GUR professionals to visualize relationships between changes in a player's physiological state, a player's self-reported experience, and in-game events. This paper focuses on the BioSt development stages and the final BioSt tool that we present to facilitate the creation implementation of BioSt and its analysis procedure.

Misc

Games User Research using EEG Techniques.

Rina Wehbe and Lennart Nacke. 2013. Games User Research using EEG Techniques..

Misc

Storyboarding for Games User Research

Pejman Mirza-Babaei and Lennart Nacke. 2013. Storyboarding for Games User Research. Online: https://www.gamasutra.com/view/feature/186514/storyboarding_for_games_user_.php
External URL

Year 2012

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Misc

CycloShoot: A first-person shooter fitness game on a bicycle

Matthias Klauser, Daniel Stepchenko , Pejman Mirza-Babaei, and Lennart Nacke. 2012. CycloShoot: A first-person shooter fitness game on a bicycle. Online: https://www.academia.edu/6177666/CycloShoot_A_first_person_shooter_fitness_game_on_a_bicycle
External URL

Misc

Biometric Storyboards: An Industry-Friendly Method for Evaluating Affect and User Experience in Games

Pejman Mirza-Babaei and Lennart Nacke. 2012. Biometric Storyboards: An Industry-Friendly Method for Evaluating Affect and User Experience in Games. Online: http://acagamic.com/wp-publications/mirzabiometric/
BibTeXExternal URL
@misc{mirzabiometric,
abstract = {Evaluating affective user experience in games is an important component of the growing field of game user research. However, a major challenge for the game industry and researchers alike is tying physiological measures and player experience reports together, because of the different data quality. We developed a new method called Biometric Storyboards (BioSt) that helps user researchers to visualize meaningful relationships between a player's physiological changes and in-game events.},
author = {Mirza-Babaei, Pejman and Nacke, Lennart E},
title = {{Biometric Storyboards: An Industry-Friendly Method for Evaluating Affect and User Experience in Games}}
}

Misc

Lennart Nacke on Marketing through Gamification & Reciprocity

Lennart Nacke. 2012. Lennart Nacke on Marketing through Gamification & Reciprocity. 422-423.

Year 2011

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Misc

Designing Affective Games Using Psychophysiological Input

Lennart Nacke and Regan Mandryk. 2011. Designing Affective Games Using Psychophysiological Input. Online: http://www.acagamic.com/uploads/2007/09/GRAND-Poster.pdf
BibTeXExternal URL
@article{nackedesigning,
  title={Designing Affective Games Using Psychophysiological Input},
  author={Nacke, Lennart E and Mandryk, Regan L}
}

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