Year 2019
Back to topHuman-Computer Interaction–INTERACT 2019: 17th IFIP TC 13 International Conference
Year 2015
Back to topDesigning and Evaluating Sociability in Online Video Games.
2015 Annual Symposium on Computer-Human Interaction in Play
Year 2014
Back to topFirst ACM SIGCHI Annual Symposium on Computer-Human Interaction in Play.
Year 2013
Back to topGamification 2013: Gameful Design, Research, and Applications.
Year 2014
Back to topUser Research for 3D Display Settings with EEG Frontal Alpha Asymmetry
Synchronous Visualization of Video and Psychophysiological User Data
Year 2013
Back to topCycloshoot: 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
Year 2012
Back to topCycloShoot: 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
Year 2011
Back to topDesigning Affective Games Using Psychophysiological Input
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
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
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
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
Neil Randall, Kevin Harrigan, and Lennart Nacke. 2013. Gamification 2013: Gameful Design, Research, and Applications.. ACM. doi:10.1145/2583008
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
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
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
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
Rina Wehbe and Lennart Nacke. 2013. Games User Research using EEG Techniques..
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
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
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/
Lennart Nacke. 2012. Lennart Nacke on Marketing through Gamification & Reciprocity. 422-423.
Lennart Nacke and Regan Mandryk. 2011. Designing Affective Games Using Psychophysiological Input. Online: http://www.acagamic.com/uploads/2007/09/GRAND-Poster.pdf