Year 2017
Back to topApplying Gameful Design Heuristics
@inproceedings{Tondello2017,
abstract = {To evaluate gameful apps and games, we have recently developed a new set of guidelines for heuristic evaluation of gameful design in interactive systems, supporting the quickly growing gamification research area. Our set of 28 gamification heuristics allows rapid evaluation of a gameful system. This course will supply attendees with our gameful design heuristics and train them in using the heuristics on an example application (Duolingo). The course is structured into two 80-minute units, which will give the participants enough time to learn the new heuristics and apply them to the gamified application. Finally, at the end of the second unit, we will be discussing how to generate design ideas with the heuristics. The course instructors, Gustavo Tondello and Lennart Nacke, have both developed the gameful design heuristics and have experience in designing and evaluating gamified applications and teaching courses.},
address = {Denver, CO, USA},
author = {Tondello, Gustavo F and Nacke, Lennart E},
booktitle = {Proceeding of the 2017 ACM Conference on Human Factors in Computing Systems},
doi = {10.1145/3027063.3027116},
isbn = {9781450346566},
keywords = {Gameful Design,Gamification,Heuristics},
publisher = {ACM},
title = {{Applying Gameful Design Heuristics}},
year = {2017}
}
To evaluate gameful apps and games, we have recently developed a new set of guidelines for heuristic evaluation of gameful design in interactive systems, supporting the quickly growing gamification research area. Our set of 28 gamification heuristics allows rapid evaluation of a gameful system. This course will supply attendees with our gameful design heuristics and train them in using the heuristics on an example application (Duolingo). The course is structured into two 80-minute units, which will give the participants enough time to learn the new heuristics and apply them to the gamified application. Finally, at the end of the second unit, we will be discussing how to generate design ideas with the heuristics. The course instructors, Gustavo Tondello and Lennart Nacke, have both developed the gameful design heuristics and have experience in designing and evaluating gamified applications and teaching courses.
How to Write and Review CHI Papers
@inproceedings{Nacke2017b,
abstract = {Everything that we do as researchers is based on what we write. Especially for graduate students and young researchers, it is hard to turn a research project into a successful CHI publication. This struggle continues for postdocs and young professors trying to provide excellent reviews for the CHI community that pinpoint flaws and improvements in research papers. This course provides hands-on advice on how to write papers with clarity, substance, and style and how to structure reviews that are helpful and focused on enhancing someone's research. It is structured into two 80-minute units with a focus on writing and reviewing respectively.},
address = {Denver, CO, USA},
author = {Nacke, Lennart E},
booktitle = {Proceeding of the 2017 ACM Conference on Human Factors in Computing Systems},
doi = {10.1145/3027063.3027097},
isbn = {9781450346566},
publisher = {ACM},
title = {{How to Write and Review CHI Papers}},
year = {2017}
}
Everything that we do as researchers is based on what we write. Especially for graduate students and young researchers, it is hard to turn a research project into a successful CHI publication. This struggle continues for postdocs and young professors trying to provide excellent reviews for the CHI community that pinpoint flaws and improvements in research papers. This course provides hands-on advice on how to write papers with clarity, substance, and style and how to structure reviews that are helpful and focused on enhancing someone’s research. It is structured into two 80-minute units with a focus on writing and reviewing respectively.
Towards Personality-driven Persuasive Health Games and Gamified Systems
@inproceedings{Orji2017,
abstract = {Persuasive games and gamified systems are effective tools for motivating behavior change using various persuasive strategies. Research has shown that tailoring these systems can increase their efficacy. However, there is little knowledge on how game-based persuasive systems can be tailored to individuals of various personality traits. To advance research in this area, we conducted a large-scale study of 660 participants to investigate how different personalities respond to various persuasive strategies that are used in persuasive health games and gamified systems. Our results reveal that people's personality traits play a significant role in the perceived persuasiveness of different strategies. Conscientious people tend to be motivated by goal setting, simulation, self-monitoring and feedback; people who are more open to experience are more likely to be demotivated by rewards, competition, comparison, and cooperation. We contribute to the CHI community by offering design guidelines for tailoring persuasive games and gamified designs to a particular group of personalities.},
author = {Orji, Rita and Nacke, Lennart E. and DiMarco, Chrysanne},
booktitle = {Proceedings of the SIGCHI Conference on Human Factors in Computing Systems},
doi = {10.1145/3025453.3025577},
isbn = {9781450346559},
publisher = {ACM},
title = {{Towards Personality-driven Persuasive Health Games and Gamified Systems}},
year = {2017}
}
Persuasive games and gamified systems are effective tools for motivating behavior change using various persuasive strategies. Research has shown that tailoring these systems can increase their efficacy. However, there is little knowledge on how game-based persuasive systems can be tailored to individuals of various personality traits. To advance research in this area, we conducted a large-scale study of 660 participants to investigate how different personalities respond to various persuasive strategies that are used in persuasive health games and gamified systems. Our results reveal that people’s personality traits play a significant role in the perceived persuasiveness of different strategies. Conscientious people tend to be motivated by goal setting, simulation, self-monitoring and feedback; people who are more open to experience are more likely to be demotivated by rewards, competition, comparison, and cooperation. We contribute to the CHI community by offering design guidelines for tailoring persuasive games and gamified designs to a particular group of personalities.
Year 2016
Back to top“The Collecting Itself Feels Good”: Towards Collection Interfaces for Digital Game Objects
@inproceedings{Toups2016,
Abstract = {Digital games offer a variety of collectible objects. We investigate players' collecting behaviors in digital games to determine what digital game objects players enjoyed collecting and why they valued these objects. Using this information, we seek to inform the design of future digital game object collection interfaces. We discuss the types of objects that players prefer, the reasons that players value digital game objects, and how collection behaviors may guide play. Through our findings, we identify design implications for digital game object collection interfaces: enable object curation, preserve rules and mechanics, preserve context of play, and allow players to share their collections with others. Digital game object collection interfaces are applicable to the design of digital games, gamified applications, and educational software.},
Address = {Austin, TX, USA},
Author = {Z. O. Toups, N. K. Crenshaw, R. R. Wehbe, G. F. Tondello, and L. E. Nacke},
Booktitle = {Proceedings of the 2016 annual symposium on computer-human interaction in play - chi play '16},
Doi = {10.1145/2967934.2968088},
File = {::},
Img = {http://hcigames.com/wp-content/uploads/2016/08/dgo.jpg},
Keywords = {Digital game objects,collecting behaviors},
Publisher = {ACM},
Title = {“The Collecting Itself Feels Good”: Towards Collection Interfaces for Digital Game Objects},
Url = {https://hcigames.com/download/the-collecting-itself-feels-good},
Year = {2016},
Digital games offer a variety of collectible objects. We investigate players' collecting behaviors in digital games to determine what digital game objects players enjoyed collecting and why they valued these objects. Using this information, we seek to inform the design of future digital game object collection interfaces. We discuss the types of objects that players prefer, the reasons that players value digital game objects, and how collection behaviors may guide play. Through our findings, we identify design implications for digital game object collection interfaces: enable object curation, preserve rules and mechanics, preserve context of play, and allow players to share their collections with others. Digital game object collection interfaces are applicable to the design of digital games, gamified applications, and educational software.
ABOVE WATER: An Educational Game for Anxiety
@inproceedings{Wehbe2016,
Abstract = {We present Above Water - a digital/physical hybrid game to inform people about the available strategies to cope with two types of Anxiety Disorders - Generalized Anxiety Disorder and Panic Disorder. The game teaches players about existing treatments. This hybrid game is designed to inspire players to share their experiences and develop their own personal narrative. The document also outlines an assessment strategy to study the game and determine its effectiveness as a game for health. The game is designed to educate non-institutionalized individuals with clinical anxiety and panic disorder. Potential players may be diagnosed, seeking intervention information, or a supportive friend.},
Address = {Austin, TX, USA},
Author = {R. R. Wehbe, D. K. Watson, G. F. Tondello, M. Ganaba, M. Stocco, A. Lee, and L. E. Nacke},
Booktitle = {Proceedings of the 2016 annual symposium on computer-human interaction in play extended abstracts - chi play ea '16},
Doi = {10.1145/2968120.2971804},
File = {::},
Img = {http://hcigames.com/wp-content/uploads/2016/08/anxiety.jpg},
Keywords = {Game for Health, Psychology, Mental Health},
Publisher = {ACM},
Title = {ABOVE WATER: An Educational Game for Anxiety},
Url = {https://hcigames.com/download/above-water-educational-game-anxiety},
Year = {2016},
We present Above Water - a digital/physical hybrid game to inform people about the available strategies to cope with two types of Anxiety Disorders - Generalized Anxiety Disorder and Panic Disorder. The game teaches players about existing treatments. This hybrid game is designed to inspire players to share their experiences and develop their own personal narrative. The document also outlines an assessment strategy to study the game and determine its effectiveness as a game for health. The game is designed to educate non-institutionalized individuals with clinical anxiety and panic disorder. Potential players may be diagnosed, seeking intervention information, or a supportive friend.
ABOVE WATER: Extending the Play Space for Health
@inproceedings{Wehbe2016a,
Abstract = {ABOVE WATER is a game that disseminates information about Clinical Anxiety Disorders, particularly Generalized Anxiety Disorder and Panic Disorder. This game focuses on teaching players about treatments as well as providing a safe space for discussion of personal experiences. This game focuses on using the physical world (physical space, physical and tangible cards) and the digital world (accessible by any phone or tablet with a modern web browser) as part of its gameplay.},
Address = {Niagara Falls, ON, Canada},
Author = {R. R. Wehbe, D. K. Watson, G. F. Tondello, and L. E. Nacke},
Booktitle = {Proceedings of the 2016 international conference on interactive surfaces and spaces - iss '16},
Doi = {10.1145/2992154.2996882},
File = {::},
Img = {http://hcigames.com/wp-content/uploads/2016/08/anxiety.jpg},
Keywords = {Games for Health, Mobile Games, Psychology},
Publisher = {ACM},
Title = {ABOVE WATER: Extending the Play Space for Health},
Url = {https://hcigames.com/download/above-water-extending-play-space-for-health},
Year = {2016},
ABOVE WATER is a game that disseminates information about Clinical Anxiety Disorders, particularly Generalized Anxiety Disorder and Panic Disorder. This game focuses on teaching players about treatments as well as providing a safe space for discussion of personal experiences. This game focuses on using the physical world (physical space, physical and tangible cards) and the digital world (accessible by any phone or tablet with a modern web browser) as part of its gameplay.
CHI PLAYGUE: A Mobile Conference Networking Game
@inproceedings{Tondello2016b,
Abstract = {Modern professional networking relies on social media. To take advantage of this fact, we present CHI PLAYGUE, a conference game designed to facilitate interaction among strangers and encourage social networking to create a community. The game integrates digital technology (mobile devices and large displays) within the space of the conference venue, combined with a mixed-reality narrative and people’s social interactions to facilitate the emergence of social dynamics. By providing a platform for large-scale, playful interaction, the game creates an experience that fosters the development of mutually beneficial, personal, and professional relationships among players.},
Address = {Niagara Falls, ON, Canada},
Author = {G. F. Tondello, R. R. Wehbe, and L. E. Nacke},
Booktitle = {Proceedings of the 2016 international conference on interactive surfaces and spaces - iss '16},
Doi = {10.1145/2992154.2996870},
File = {::},
Img = {http://hcigames.com/wp-content/uploads/2015/08/CHI-PLAYGUE-A-Networking-Game-of-Emergent-Sociality1.jpg},
Keywords = {Social networking game, mobile game, mixed-reality game, social game, gamification},
Publisher = {ACM},
Title = {CHI PLAYGUE: A Mobile Conference Networking Game},
Url = {https://hcigames.com/download/chi-playgue-a-mobile-conference-networking-game},
Year = {2016},@inproceedings{Tondello2016b,
Modern professional networking relies on social media. To take advantage of this fact, we present CHI PLAYGUE, a conference game designed to facilitate interaction among strangers and encourage social networking to create a community. The game integrates digital technology (mobile devices and large displays) within the space of the conference venue, combined with a mixed-reality narrative and people’s social interactions to facilitate the emergence of social dynamics. By providing a platform for large-scale, playful interaction, the game creates an experience that fosters the development of mutually beneficial, personal, and professional relationships among players.
CLEVER: A Trivia and Strategy Game for Enterprise Knowledge Learning
@inproceedings{Elm2016a,
Abstract = {Knowledge management (KM) includes the acquisition, sharing, and dissemination of knowledge within a company. The problem with many enterprise KM systems is that they are complex and hardly used, because workers lack motivation to engage in a collaborative process of knowledge sharing and learning. To address this, we developed a gameful learning component of an enterprise KM system (KMS). Our game features an innovative combination of trivia and strategy elements, put together to afford motivation within a KMS. It can be played by employees in the same organization to foster collaborative knowledge exchange and learning.},
Address = {Austin, TX, USA},
Author = {D. Elm, G. F. Tondello, D. L. Kappen, M. Ganaba, M. Stocco, and L. E. Nacke},
Booktitle = {Proceedings of the 2016 annual symposium on computer-human interaction in play extended abstracts - chi play ea '16},
Doi = {10.1145/2968120.2987745},
File = {::},
Img = {http://hcigames.com/wp-content/uploads/2016/08/clever.jpg},
Keywords = {Gamification, knowledge management, gameful design.},
Publisher = {ACM},
Title = {CLEVER: A Trivia and Strategy Game for Enterprise Knowledge Learning},
Url = {https://hcigames.com/download/clever-trivia-strategy-game-enterprise-knowledge-learning},
Year = {2016},
Knowledge management (KM) includes the acquisition, sharing, and dissemination of knowledge within a company. The problem with many enterprise KM systems is that they are complex and hardly used, because workers lack motivation to engage in a collaborative process of knowledge sharing and learning. To address this, we developed a gameful learning component of an enterprise KM system (KMS). Our game features an innovative combination of trivia and strategy elements, put together to afford motivation within a KMS. It can be played by employees in the same organization to foster collaborative knowledge exchange and learning.
CLEVER: Gamification and Enterprise Knowledge Learning
@inproceedings{Elm2016,
Abstract = {This paper describes the design and a preliminary implementation study of a gamified knowledge management system (KMS) that supports the learning component within knowledge management (KM). KM includes acquiring social capital through the process of acquisition, sharing, and dissemination of knowledge within a company. Employees often lack the motivation to share their implicit knowledge with one another and are reluctant to engage in a collaborative forum for such knowledge exchange. We developed a gamified learning component of an enterprise KMS to help foster this process of collaborative and participatory learning. More importantly, this game combines trivia and strategy elements as game elements to motivate the players for knowledge exchange. We report preliminary results from an exploratory study with nine participants which indicates that the above combination of game elements does contribute to participatory knowledge learning within an enterprise KMS.},
Address = {Austin, TX, USA},
Author = {D. Elm, D. L. Kappen, G. F. Tondello, and L. E. Nacke},
Booktitle = {Proceedings of the 2016 annual symposium on computer-human interaction in play extended abstracts - chi play ea '16},
Doi = {10.1145/2968120.2987745},
File = {::},
Img = {http://hcigames.com/wp-content/uploads/2016/08/clever.jpg},
Keywords = {Gamification, knowledge management, gameful design.},
Publisher = {ACM},
Title = {CLEVER: Gamification and Enterprise Knowledge Learning},
Url = {https://hcigames.com/download/clever-gamification-enterprise-knowledge-learning},
Year = {2016},
This paper describes the design and a preliminary implementation study of a gamified knowledge management system (KMS) that supports the learning component within knowledge management (KM). KM includes acquiring social capital through the process of acquisition, sharing, and dissemination of knowledge within a company. Employees often lack the motivation to share their implicit knowledge with one another and are reluctant to engage in a collaborative forum for such knowledge exchange. We developed a gamified learning component of an enterprise KMS to help foster this process of collaborative and participatory learning. More importantly, this game combines trivia and strategy elements as game elements to motivate the players for knowledge exchange. We report preliminary results from an exploratory study with nine participants which indicates that the above combination of game elements does contribute to participatory knowledge learning within an enterprise KMS.
Design Strategies for Gamified Physical Activity Applications for Older Adults
@inproceedings{Kappen2016,
abstract = {Staying physically active is essential to wellbeing in late life. However, many older adults experience barriers to physical activity. Past research has investigated the development of playful interactive systems to support exercise routines and reduce access barriers. Yet, little research has been done on older adults' needs and preferences regarding technologies that support physical activity. We address this issue through an exploration of older adults' exercise motivations grouped around themes relevant to technology design. We conducted semi-structured interviews with 19 older adults, and followed up with a focus group study of physical trainers and older adults with an active lifestyle. Based on our results, we discuss their conflicting perspectives and challenges on exercise and technology, which leads us to contribute design strategies to support designers as well as researchers wishing to create meaningful and playful fitness applications for older adults.},
author = {Kappen, Dennis L. and Nacke, Lennart E. and Gerling, Kathrin M. and Tsotsos, Lia E.},
booktitle = {Proceedings of the Annual Hawaii International Conference on System Sciences-49},
doi = {10.1109/HICSS.2016.166},
file = {:C$\backslash$:/Users/Gustavo/Dropbox/PhD/HCI Games Publications/2016/Design Strategies for Gamified Physical Activity Applications for Older Adults.pdf:pdf},
mendeley-groups = {HCI Games Group Publications},
pages = {1309--1318},
title = {{Design Strategies for Gamified Physical Activity Applications for Older Adults}},
year = {2016}
}
Staying physically active is essential to wellbeing in late life. However, many older adults experience barriers to physical activity. Past research has investigated the development of playful interactive systems to support exercise routines and reduce access barriers. Yet, little research has been done on older adults’ needs and preferences regarding technologies that support physical activity. We address this issue through an exploration of older adults’ exercise motivations grouped around themes relevant to technology design. We conducted semi-structured interviews with 19 older adults, and followed up with a focus group study of physical trainers and older adults with an active lifestyle. Based on our results, we discuss their conflicting perspectives and challenges on exercise and technology, which leads us to contribute design strategies to support designers as well as researchers wishing to create meaningful and playful fitness applications for older adults.
Heuristic Evaluation for Gameful Design
@inproceedings{Tondello2016a,
Abstract = {Despite the emergence of many gameful design methods in the literature, there is a lack of evaluation methods specific to gameful design. To address this gap, we present a new set of guidelines for heuristic evaluation of gameful design in interactive systems. First, we review several gameful design methods to identify the dimensions of motivational affordances most often employed. Then, we present a set of 28 gamification heuristics aimed at enabling experts to rapidly evaluate a gameful system. The resulting heuristics are a new method to evaluate user experience in gameful interactive systems.},
Address = {Austin, TX, USA},
Author = {G. F. Tondello, D. L. Kappen, E. D. Mekler, M. Ganaba, and L. E. Nacke},
Booktitle = {Proceedings of the 2016 annual symposium on computer-human interaction in play extended abstracts - chi play ea '16},
Doi = {10.1145/2968120.2987729},
File = {::},
Img = {http://hcigames.com/wp-content/uploads/2016/08/ratings.png},
Keywords = {Heuristic Evaluation, Gamification, Gameful Design},
Publisher = {ACM},
Title = {Heuristic Evaluation for Gameful Design},
Url = {https://hcigames.com/download/heuristic-evaluation-for-gameful-design},
Year = {2016},
Despite the emergence of many gameful design methods in the literature, there is a lack of evaluation methods specific to gameful design. To address this gap, we present a new set of guidelines for heuristic evaluation of gameful design in interactive systems. First, we review several gameful design methods to identify the dimensions of motivational affordances most often employed. Then, we present a set of 28 gamification heuristics aimed at enabling experts to rapidly evaluate a gameful system. The resulting heuristics are a new method to evaluate user experience in gameful interactive systems.
Investigating the Impact of Cooperative Communication Mechanics on Player Performance in Portal 2
@inproceedings{Vaddi2016,
Abstract = {Cooperative communication mechanics, such as avatar gestures or in-game visual pointers, enable player collaboration directly through gameplay. We currently lack a deeper understanding of how players use cooperative communication mechanics, and whether they can effectively supplement or even supplant traditional voice and chat communication. The present research investigated player communication in Portal 2 by testing the game’s native cooperative communication mechanics for dyads of players in custom test chambers. Following our initial hypothesis, players functioned best when they had access to both cooperative communication mechanics and voice. We found that players preferred voice communication, but perceived cooperative communication mechanics as necessary to coordinate interdependent actions.},
Address = {Victoria, BC, Canada},
Author = {D. Vaddi, Z. O. Toups, I. Dolgov, R. R. Wehbe, and L. E. Nacke},
Booktitle = {Proceedings of graphics interfaces 2016},
File = {::},
Img = {http://hcigames.com/wp-content/uploads/2015/08/Validating-Test-Chambers-to-Study-Cooperative-Communication-Mechanics-in-Portal-2e.jpg},
Keywords = {Game analysis,communication,cooperation,experimentation},
Publisher = {ACM},
Title = {Investigating the Impact of Cooperative Communication Mechanics on Player Performance in Portal 2},
Url = {https://hcigames.com/download/investigating-impact-cooperative-communication-mechanics-player-performance-portal-2},
Year = {2016},
Cooperative communication mechanics, such as avatar gestures or in-game visual pointers, enable player collaboration directly through gameplay. We currently lack a deeper understanding of how players use cooperative communication mechanics, and whether they can effectively supplement or even supplant traditional voice and chat communication. The present research investigated player communication in Portal 2 by testing the game’s native cooperative communication mechanics for dyads of players in custom test chambers. Following our initial hypothesis, players functioned best when they had access to both cooperative communication mechanics and voice. We found that players preferred voice communication, but perceived cooperative communication mechanics as necessary to coordinate interdependent actions.
Lightweight Games User Research for Indies and Non-Profit Organizations
@inproceedings{Nacke2016,
Abstract = {The Games User Research (GUR) community has thrived at CHI with four workshops and a course since CHI 2012; all of these were well attended. In line with the #chi4good spirit this year, the GUR field must advance towards demographics that will benefit from GUR but are currently underrepresented in the community: Small, independent developers, non-profit organizations, and academics that create mobile games, games for health or change, or educational games. This workshop will be a think tank for participants to construct collective knowledge, share and discuss. We plan to discuss topics online beyond the workshop via the International Game Developer Associations Special Interest Group on GUR, which serves as a basis for disseminating workshop outcomes and further discussion.},
Address = {San Jose, CA, USA},
Author = {L. E. Nacke, C. Moser, A. Drachen, P. Mirza-Babaei, A. Abney, and Z. (. Zhenyu},
Booktitle = {Proceedings of the 34th annual acm conference on human factors in computing systems, extended abstracts},
Doi = {10.1145/2851581.2856504},
File = {::},
Img = {http://hcigames.com/wp-content/uploads/2015/05/Introducing-the-Biometric-Storyboards-Tool-for-Games-User-Research.png},
Isbn = {9781450340823},
Keywords = {Games User Research, Games 4 Health, Games for Change, User Experience, Usability, Playability, Games Research},
Publisher = {ACM},
Title = {Lightweight Games User Research for Indies and Non-Profit Organizations},
Url = {https://hcigames.com/download/lightweight-games-user-research-for-indies-and-non-profit-organizations},
Year = {2016},
The Games User Research (GUR) community has thrived at CHI with four workshops and a course since CHI 2012; all of these were well attended. In line with the #chi4good spirit this year, the GUR field must advance towards demographics that will benefit from GUR but are currently underrepresented in the community: Small, independent developers, non-profit organizations, and academics that create mobile games, games for health or change, or educational games. This workshop will be a think tank for participants to construct collective knowledge, share and discuss. We plan to discuss topics online beyond the workshop via the International Game Developer Associations Special Interest Group on GUR, which serves as a basis for disseminating workshop outcomes and further discussion.
The Gamification User Types Hexad Scale
@inproceedings{Tondello2016,
abstract = {Several studies have indicated the need for personalizing gamified systems to users' personalities. However, mapping user personality onto design elements is difficult. Hexad is a gamification user types model that attempts this mapping but lacks a standard procedure to assess user preferences. Therefore, we created a 24-items survey response scale to score users' preferences towards the six different motivations in the Hexad framework. We used internal and test-retest reliability analysis, as well as factor analysis, to validate this new scale. Further analysis revealed significant associations of the Hexad user types with the Big Five personality traits. In addition, a correlation analysis confirmed the framework's validity as a measure of user preference towards different game design elements. This scale instrument contributes to games user research because it enables accurate measures of user preference in gamification.},
address = {Austin, TX, USA},
author = {Tondello, Gustavo F. and Wehbe, Rina R. and Diamond, Lisa and Busch, Marc and Marczewski, Andrzej and Nacke, Lennart E.},
booktitle = {Proceedings of the 2016 Annual Symposium on Computer-Human Interaction in Play - CHI PLAY '16},
doi = {10.1145/2967934.2968082},
file = {:C$\backslash$:/Users/Gustavo/Google Drive/HCI Games Group Documents/Projects and Papers/Gamification player types/Hexad Validation Paper/The Gamification User Types Hexad Scale-Camera Ready.pdf:pdf},
keywords = {Gameful Design,Gamification,Hexad,User Types},
mendeley-groups = {HCI Games Group Publications},
publisher = {ACM},
title = {{The Gamification User Types Hexad Scale}},
year = {2016}
}
Several studies have indicated the need for personalizing gamified systems to users' personalities. However, mapping user personality onto design elements is difficult. Hexad is a gamification user types model that attempts this mapping but lacks a standard procedure to assess user preferences. Therefore, we created a 24-items survey response scale to score users' preferences towards the six different motivations in the Hexad framework. We used internal and test-retest reliability analysis, as well as factor analysis, to validate this new scale. Further analysis revealed significant associations of the Hexad user types with the Big Five personality traits. In addition, a correlation analysis confirmed the framework's validity as a measure of user preference towards different game design elements. This scale instrument contributes to games user research because it enables accurate measures of user preference in gamification.
Year 2015
Back to topAll about that Base: Differing Player Experiences in Video Game Genres and the Unique Case of MOBA Games
@inproceedings{Johnson2015,
Abstract = {Video games provide unique interactive player experiences (PX) often categorised into different genres. Prior research has looked at different game genres, but rarely through a PX lens. Especially, PX in the emerging area of massive online battle arena (MOBA) games is not well understood by researchers in the field. We address this knowledge gap by presenting a PX study of different game genres, which we followed up with a second semi-structured interview study about PX in MOBA games. Among the results of our analyses are that games that are likely played with other players, such as MOBA games, stimulate less immersion and presence for players. Additionally, while challenge and frustration are significantly higher in this genre, players get a sense of satisfaction from teamwork, competition and mastery of complex gameplay interactions. Our study is the first to contribute a comprehensive insight into key motivators of MOBA players and how PX in this genre is different from other genres.},
Address = {Seoul, South Korea},
Author = {D. Johnson, L. E. Nacke, and P. Wyeth},
Booktitle = {Proceedings of chi 2015},
DateModified = {2015-03-27 20:11:29 +0000},
Doi = {10.1145/2702123.2702447},
File = {::},
Img = {http://hcigames.com/wp-content/uploads/2015/02/All-about-that-Base–Differing-Player-Experiences-in-Video-Game-Genres-and-the-Unique-Case-of-MOBA-Games.png},
Isbn = {9781450331456},
Keywords = {moba, games, player experience},
Organization = {ACM},
Pages = {2265-2274},
Publisher = {ACM},
Title = {All about that Base: Differing Player Experiences in Video Game Genres and the Unique Case of MOBA Games},
Url = {https://hcigames.com/download/all-about-that-base-differing-player-experiences-in-video-game-genres-and-the-unique-case-of-moba-games},
Year = {2015},
Video games provide unique interactive player experiences (PX) often categorised into different genres. Prior research has looked at different game genres, but rarely through a PX lens. Especially, PX in the emerging area of massive online battle arena (MOBA) games is not well understood by researchers in the field. We address this knowledge gap by presenting a PX study of different game genres, which we followed up with a second semi-structured interview study about PX in MOBA games. Among the results of our analyses are that games that are likely played with other players, such as MOBA games, stimulate less immersion and presence for players. Additionally, while challenge and frustration are significantly higher in this genre, players get a sense of satisfaction from teamwork, competition and mastery of complex gameplay interactions. Our study is the first to contribute a comprehensive insight into key motivators of MOBA players and how PX in this genre is different from other genres.
CHI PLAYGUE: A Networking Game of Emergent Sociality
@inproceedings{Tondello2015a,
Abstract = {Modern professional networking is heavily reliant on social media. In recognition of this trend, we present CHI PLAYGUE, a conference game designed to facilitate interaction among strangers and encourage social networking to create a community. The game facilitates the emergence of social dynamics related to trust, allegiance, betrayal, selective interaction, and long- term strategic cooperation. By providing a platform for large-scale playful interaction, we will create an experience that will foster the development of mutually beneficial personal and professional relationships among players.},
Address = {London, United Kingdom},
Author = {G. F. Tondello, R. R. Wehbe, S. N. Stahlke, A. Leo, R. Koroluk, and L. E. Nacke},
Booktitle = {Proceedings of chi play 2015},
Doi = {10.1145/2793107.2810265},
File = {::},
Img = {http://hcigames.com/wp-content/uploads/2015/08/CHI-PLAYGUE-A-Networking-Game-of-Emergent-Sociality1.jpg},
Isbn = {9781450334662},
Keywords = {QR code,Social networking game,casual game,gamification,mobile game,social games},
Publisher = {ACM},
Title = {CHI PLAYGUE: A Networking Game of Emergent Sociality},
Url = {https://hcigames.com/download/chi-playgue-a-networking-game-of-emergent-sociality},
Year = {2015},
Modern professional networking is heavily reliant on social media. In recognition of this trend, we present CHI PLAYGUE, a conference game designed to facilitate interaction among strangers and encourage social networking to create a community. The game facilitates the emergence of social dynamics related to trust, allegiance, betrayal, selective interaction, and long- term strategic cooperation. By providing a platform for large-scale playful interaction, we will create an experience that will foster the development of mutually beneficial personal and professional relationships among players.
Data Synchronization in Games User Research
@inproceedings{Wehbe2015a,
Abstract = {By overlapping information from a variety of techniques, researchers are able to gain a better overall picture of the user experience. In Games User Research (GUR) a variety of methodologies are in use ranging from qualitative approaches (e.g. interviews), quantitative approach (e.g. metrics), as well as, physiological approaches (e.g. electroencephalography (EEG)). With the combination of different techniques, synchrony of data collection becomes essential. In the presented paper, details such as sampling rate, marker placement, and time stamps are discussed.},
Address = {London, UK},
Author = {R. R. Wehbe and L. E. Nacke},
Booktitle = {Gur tool design jam},
File = {::},
Img = {http://hcigames.com/wp-content/uploads/2015/05/Introducing-the-Biometric-Storyboards-Tool-for-Games-User-Research.png},
Keywords = {Data,Games User Research (GUR),Mixed Measures,Physiological Measures,Sampling Rates,Synchronization,Time Stamps},
Title = {Data Synchronization in Games User Research},
Url = {https://hcigames.com/download/data-synchronization-in-games-user-research},
Year = {2015},
By overlapping information from a variety of techniques, researchers are able to gain a better overall picture of the user experience. In Games User Research (GUR) a variety of methodologies are in use ranging from qualitative approaches (e.g. interviews), quantitative approach (e.g. metrics), as well as, physiological approaches (e.g. electroencephalography (EEG)). With the combination of different techniques, synchrony of data collection becomes essential. In the presented paper, details such as sampling rate, marker placement, and time stamps are discussed.
Personalization in Serious and Persuasive Games and Gamified Interactions
@inproceedings{Busch2015,
Abstract = {Serious and persuasive games and gamified interactions have become popular in the last years, especially in the realm of behavior change support systems. They have been used as tools to support and influence human behavior in a variety of fields, such as health, sustainability, education, and security. It has been shown that personalized serious and persuasive games and gamified interactions can increase effectivity of supporting behavior change compared to " one-size-fits all " -systems. However, how serious games and gamified interactions can be personalized, which factors can be used to personalize (e.g. personality, gender, persuadability, player types, gamification user types, states, contextual/situational variables), what effect personalization has (e.g. on player/user experience) and whether there is any return on investment is still largely unexplored. This full-day workshop aims at bringing together the academic and industrial community as well as the gaming and gamification community to jointly explore these topics and define a future roadmap.},
Address = {London, UK},
Author = {M. Busch, E. Mattheiss, R. Orji, A. Marczewski, W. Hochleitner, M. Lankes, L. E. Nacke, and M. Tscheligi},
Booktitle = {Proceedings of the 2015 annual symposium on computer-human interaction in play - chi play '15},
Doi = {10.1145/2793107.2810260},
File = {::},
Img = {http://hcigames.com/wp-content/uploads/2015/10/BrainHex.png},
Isbn = {9781450334662},
Pages = {811-816},
Publisher = {ACM},
Title = {Personalization in Serious and Persuasive Games and Gamified Interactions},
Url = {https://hcigames.com/download/personalization-in-serious-and-persuasive-games-and-gamified-interactions},
Year = {2015},
Serious and persuasive games and gamified interactions have become popular in the last years, especially in the realm of behavior change support systems. They have been used as tools to support and influence human behavior in a variety of fields, such as health, sustainability, education, and security. It has been shown that personalized serious and persuasive games and gamified interactions can increase effectivity of supporting behavior change compared to " one-size-fits all " -systems. However, how serious games and gamified interactions can be personalized, which factors can be used to personalize (e.g. personality, gender, persuadability, player types, gamification user types, states, contextual/situational variables), what effect personalization has (e.g. on player/user experience) and whether there is any return on investment is still largely unexplored. This full-day workshop aims at bringing together the academic and industrial community as well as the gaming and gamification community to jointly explore these topics and define a future roadmap.
The HEXAD Gamification User Types Questionnaire : Background and Development Process
@inproceedings{Diamond2015,
Abstract = {The HEXAD gamification user types are attempting a segmentation of users based on their receptivity to varying gamification strategies. The underlying model is based on research on human motivation, player types, and years of practical design experiences. This model presents the first typology to classify users of gamified systems, enabling clustering them based on intrinsic and extrinsic motivational factors. The HEXAD model is comprised of the following six gamification user types: Socializers, Free Spirits, Achievers, Philanthropists, Players, and Disruptors. We have developed a questionnaire to assess how a user is represented by the different gamification user types. The following paper will present the development process of the questionnaire. Application venues will be discussed.},
Address = {London, UK},
Author = {L. Diamond, G. F. Tondello, A. Marczewski, L. E. Nacke, and M. Tscheligi},
Booktitle = {Workshop on personalization in serious and persuasive games and gamified interactions},
File = {::},
Img = {http://hcigames.com/wp-content/uploads/2015/10/Gamification-User-Types-Hexad-150.png},
Keywords = {Gamification,Intrinsic and Extrinsic Motivation,Personalization,Questionnaire,User Segmentation/Classification/Typology},
Title = {The HEXAD Gamification User Types Questionnaire : Background and Development Process},
Url = {https://hcigames.com/download/the-hexad-gamification-user-types-questionnaire-background-and-development-process},
Year = {2015},
The HEXAD gamification user types are attempting a segmentation of users based on their receptivity to varying gamification strategies. The underlying model is based on research on human motivation, player types, and years of practical design experiences. This model presents the first typology to classify users of gamified systems, enabling clustering them based on intrinsic and extrinsic motivational factors. The HEXAD model is comprised of the following six gamification user types: Socializers, Free Spirits, Achievers, Philanthropists, Players, and Disruptors. We have developed a questionnaire to assess how a user is represented by the different gamification user types. The following paper will present the development process of the questionnaire. Application venues will be discussed.
Toward Understanding Why Players Value In-Game Collections
@inproceedings{Toups2015,
Abstract = {The purpose of this paper is to investigate why players value in-game objects by collecting data through online survey and, in the near future, through follow-up interviews. Initial analyses of our online survey data reveal how game genre interacts with the the perceived value of the player’s collections. We expect to discover new connections between play style and/or personality type and why players enjoy collecting digital objects. Implications from this work explain what drives player enjoyment, which will inform not only general game design, but specifically enhance retention and interest in serious games, gamified applications, and educational systems.},
Address = {London, UK},
Author = {Z. O. Toups, G. F. Tondello, R. R. Wehbe, L. E. Nacke, and N. K. Crenshaw},
Booktitle = {Workshop on personalization in serious and persuasive games and gamified interactions},
File = {::},
Img = {http://hcigames.com/wp-content/uploads/2015/10/troll-priest-25.jpg},
Keywords = {Collections,Game Object Value,Player Attitudes},
Title = {Toward Understanding Why Players Value In-Game Collections},
Url = {https://hcigames.com/download/toward-understanding-why-players-value-in-game-collections},
Year = {2015},
The purpose of this paper is to investigate why players value in-game objects by collecting data through online survey and, in the near future, through follow-up interviews. Initial analyses of our online survey data reveal how game genre interacts with the the perceived value of the player’s collections. We expect to discover new connections between play style and/or personality type and why players enjoy collecting digital objects. Implications from this work explain what drives player enjoyment, which will inform not only general game design, but specifically enhance retention and interest in serious games, gamified applications, and educational systems.
Towards a Personalized Playful Digital Wellness Assistant
@inproceedings{Tondello2015b,
Abstract = {Positive effects of using digital games to improve personal health have been studied, but it remains unclear which game design techniques are most successful at motivating and changing long-term behaviour to improve wellbeing. To inform the design of gamified and effective personal healthcare, we will develop design guidelines and tools for gameful health and wellbeing applications, personalized to the needs and challenges of each individual user.},
Address = {London, UK},
Author = {G. F. Tondello, R. R. Wehbe, and L. E. Nacke},
Booktitle = {Workshop on personalization in serious and persuasive games and gamified interactions},
File = {::},
Img = {http://hcigames.com/wp-content/uploads/2015/10/squash-793062_640.jpg},
Keywords = {Adaptive Systems,Health Games,Personal Assistant,Personalization,Persuasive Technologies,Wellness},
Title = {Towards a Personalized Playful Digital Wellness Assistant},
Url = {https://hcigames.com/download/towards-a-personalized-playful-digital-wellness-assistant},
Year = {2015},
Positive effects of using digital games to improve personal health have been studied, but it remains unclear which game design techniques are most successful at motivating and changing long-term behaviour to improve wellbeing. To inform the design of gamified and effective personal healthcare, we will develop design guidelines and tools for gameful health and wellbeing applications, personalized to the needs and challenges of each individual user.
Towards Understanding the Importance of Co-Located Gameplay
@inproceedings{Wehbe2015,
Abstract = {Analyzing the social context present in a gameplay environment and its effect on player experience can provide insights informing the design and social value of games. We investigate the influence of social condition (cooperative or competitive play with a human player versus computer-controlled character) on player experience. The study controlled for co-presence by ensuring that another individual attending to the same stimulus was present in all conditions. Although physiological measures were not significant, subjective measures of arousal and pleasure were significantly different under varying conditions.},
Address = {London, United Kingdom},
Author = {R. R. Wehbe and L. E. Nacke},
Booktitle = {Proceedings of chi play 2015},
Doi = {2793107.2810312},
File = {::},
Img = {http://hcigames.com/wp-content/uploads/2015/10/Towards-Understanding-the-Importance-of-Co-Located-Gameplay.jpg},
Isbn = {9781450334662},
Keywords = {Co-located Play,EEG,HR,Multiplayer,Physiological Methods,SC,Single Player,Video Games},
Publisher = {ACM},
Title = {Towards Understanding the Importance of Co-Located Gameplay},
Url = {https://hcigames.com/download/towards-understanding-the-importance-of-co-located-gameplay},
Year = {2015},
Analyzing the social context present in a gameplay environment and its effect on player experience can provide insights informing the design and social value of games. We investigate the influence of social condition (cooperative or competitive play with a human player versus computer-controlled character) on player experience. The study controlled for co-presence by ensuring that another individual attending to the same stimulus was present in all conditions. Although physiological measures were not significant, subjective measures of arousal and pleasure were significantly different under varying conditions.
Understanding Player Attitudes Towards Digital Game Objects
@inproceedings{Tondello2015,
Abstract = {Humans collect; we examine this behavior in digital game contexts to understand how players’ penchant for collecting items can inform game design. As part of an ongoing research agenda to understand player atti- tudes towards digital game objects, we conducted an online survey about player habits with interviews as future work. We present an initial analysis of our data. Our findings suggest that players value game objects most in Role-Playing Games (RPGs). Utility and Enjoy- ment were cited as the main reasons for a digital game objects’ value, followed by Investment, Self-Expression and Memory. Dyes or color-changing features; physical placement adjustments; and naming or name-changing features were the most frequent personalization fea- tures desired for game object customization. We aim to improve game design through a deep understanding of player motivations regarding their game objects.},
Address = {London, United Kingdom},
Author = {G. F. Tondello, R. R. Wehbe, Z. O. Toups, L. E. Nacke, and N. K. Crenshaw},
Booktitle = {Proceedings of chi play 2015},
Doi = {http://dx.doi.org/10.1145/2793107.2810292},
File = {::},
Img = {http://hcigames.com/wp-content/uploads/2015/10/troll-priest-25.jpg},
Isbn = {9781450334662},
Keywords = {Game Object Value,Player Attitudes},
Publisher = {ACM},
Title = {Understanding Player Attitudes Towards Digital Game Objects},
Url = {https://hcigames.com/download/understanding-player-attitudes-towards-digital-game-objects},
Year = {2015},
Humans collect; we examine this behavior in digital game contexts to understand how players’ penchant for collecting items can inform game design. As part of an ongoing research agenda to understand player atti- tudes towards digital game objects, we conducted an online survey about player habits with interviews as future work. We present an initial analysis of our data. Our findings suggest that players value game objects most in Role-Playing Games (RPGs). Utility and Enjoy- ment were cited as the main reasons for a digital game objects’ value, followed by Investment, Self-Expression and Memory. Dyes or color-changing features; physical placement adjustments; and naming or name-changing features were the most frequent personalization fea- tures desired for game object customization. We aim to improve game design through a deep understanding of player motivations regarding their game objects.
Validating Test Chambers to Study Cooperative Communication Mechanics in Portal 2
@inproceedings{Vaddi2015,
Abstract = {Cooperative communication mechanics, such as avatar gestures or in-game visual pointers, enable player collaboration directly through gameplay. There are open questions about how players use cooperative communication mechanics, and whether they can effectively supplement or even supplant traditional voice and chat communication. This paper describes a future study to investigate player communication in Portal 2, and chronicles the design and validation of test chambers for the study.},
Address = {London, United Kingdom},
Author = {D. Vaddi, R. R. Wehbe, Z. O. Toups, S. N. Stahlke, R. Koroluk, and L. E. Nacke},
Booktitle = {Proceedings of chi play 2015},
File = {::},
Img = {http://hcigames.com/wp-content/uploads/2015/08/Validating-Test-Chambers-to-Study-Cooperative-Communication-Mechanics-in-Portal-2e.jpg},
Keywords = {Game analysis,communication,cooperation,experimentation},
Publisher = {ACM},
Title = {Validating Test Chambers to Study Cooperative Communication Mechanics in Portal 2},
Url = {https://hcigames.com/download/validating-test-chambers-to-study-cooperative-communication-mechanics-in-portal-2},
Year = {2015},
Cooperative communication mechanics, such as avatar gestures or in-game visual pointers, enable player collaboration directly through gameplay. There are open questions about how players use cooperative communication mechanics, and whether they can effectively supplement or even supplant traditional voice and chat communication. This paper describes a future study to investigate player communication in Portal 2, and chronicles the design and validation of test chambers for the study.
Year 2014
Back to topDeveloping Iconic and Semi-Iconic Game Controllers
@inproceedings{nacke2014developing,
Abstract = {We propose the notion of semi-iconic game input (i.e., sharing some properties of game objects instead of being a complete iconic representation of them) and investigate influence of controller representation on player experience. In particular, we developed game controllers at different degrees of realism (symbolic, semi-iconic, and iconic). We present the developed controllers and initial usability findings.},
Address = {Toronto, ON, Canada},
Author = {L. E. Nacke, J. P. Costa, D. L. Kappen, J. Robb, and D. Buckstein},
Booktitle = {Proceedings of chi play 2014},
Doi = {10.1145/2658537.2661327},
Img = {http://hcigames.com/wp-content/uploads/2015/02/Developing-Iconic-and-Semi-Iconic-Game-Controllers.png},
Organization = {ACM},
Pages = {435-436},
Publisher = {ACM},
Title = {Developing Iconic and Semi-Iconic Game Controllers},
Url = {https://hcigames.com/download/developing-iconic-and-semi-iconic-game-controllers},
Year = {2014},
We propose the notion of semi-iconic game input (i.e., sharing some properties of game objects instead of being a complete iconic representation of them) and investigate influence of controller representation on player experience. In particular, we developed game controllers at different degrees of realism (symbolic, semi-iconic, and iconic). We present the developed controllers and initial usability findings.
Engaged by Boos and Cheers: The Effect of Co-Located Game Audiences on Social Player Experience
@inproceedings{kappen2014engaged,
Abstract = {Little is currently known about the influence of co-located player audiences on gameplay experience. Social player experiences are important to understand in co-located gaming scenarios, because these experiences relate to player performance. Player-audience relationships have been studied before, but prior research focused on player attributes and typology. In our study, we investigated the effect of different co-located audience types (silent, positive, negative) and no audience on player experience. For the study, we contribute a video game specifically developed for two-player, co-located gameplay and findings from questionnaires and semi-structured interviews. Our findings show that both -- negative and positive audience activity -- drove players to become more engaged in the video game. In contrast, silent audiences made players feel unnerved and less engaged in gameplay. Our paper is the first to study of the relevance of co-located audience influence on player experience, which is important for understanding the design of co-located games.},
Address = {Toronto, ON, Canada},
Author = {D. L. Kappen, P. Mirza-Babaei, J. Johannsmeier, D. Buckstein, J. Robb, and L. E. Nacke},
Booktitle = {Proceedings of chi play 2014},
Doi = {10.1145/2658537.2658687},
Img = {http://hcigames.com/wp-content/uploads/2015/02/Engaged-by-Boos-and-Cheers-The-Effect-of-Co-Located-Game-Audiences-on-Social-Player-Experience.png},
Organization = {ACM},
Pages = {151-160},
Publisher = {ACM},
Title = {Engaged by Boos and Cheers: The Effect of Co-Located Game Audiences on Social Player Experience},
Url = {https://hcigames.com/download/engaged-by-boos-and-cheers-the-effect-of-co-located-game-audiences-on-social-player-experience},
Year = {2014},
Little is currently known about the influence of co-located player audiences on gameplay experience. Social player experiences are important to understand in co-located gaming scenarios, because these experiences relate to player performance. Player-audience relationships have been studied before, but prior research focused on player attributes and typology. In our study, we investigated the effect of different co-located audience types (silent, positive, negative) and no audience on player experience. For the study, we contribute a video game specifically developed for two-player, co-located gameplay and findings from questionnaires and semi-structured interviews. Our findings show that both -- negative and positive audience activity -- drove players to become more engaged in the video game. In contrast, silent audiences made players feel unnerved and less engaged in gameplay. Our paper is the first to study of the relevance of co-located audience influence on player experience, which is important for understanding the design of co-located games.
Fuzzy Affective Player Models: A Physiology-Based Hierarchical Clustering Method
@inproceedings{nogueira2014fuzzy,
Abstract = {Current approaches to game design improvements rely on time-consuming gameplay testing processes, which rely on highly subjective feedback from a target audience. In this paper, we propose a generalizable approach for building predictive models of players' emotional reactions across different games and game genres, as well as other forms of digital stimuli. Our input agnostic approach relies on the following steps: (a) collecting players' physiologically-inferred emotional states during actual gameplay sessions, (b) extrapolating the causal relations between changes in players' emotional states and recorded game events, and (c) building hierarchical cluster models of players' emotional reactions that can later be used to infer individual player models via fuzzy cluster membership vectors. We expect this work to benefit game designers by accelerating the affective play-testing process through the offline simulation of players' reactions to game design adaptations, as well as to contribute towards individually-tailored affective gaming.},
Address = {Raleigh, NC, United States},
Author = {P. A. Nogueira, R. Aguiar, R. A. Rodrigues, E. C. Oliveira, and L. E. Nacke},
Booktitle = {Proceedings of AIIDE 2014},
Img = {http://hcigames.com/wp-content/uploads/2015/02/Fuzzy-Affective-Player-Models-A-Physiology-Based-Hierarchical-Clustering-Method.png},
Pages = {132-138},
Publisher = {AAAI},
Title = {Fuzzy Affective Player Models: A Physiology-Based Hierarchical Clustering Method},
Url = {https://hcigames.com/download/fuzzy-affective-player-models-a-physiology-based-hierarchical-clustering-method},
Year = {2014},
Current approaches to game design improvements rely on time-consuming gameplay testing processes, which rely on highly subjective feedback from a target audience. In this paper, we propose a generalizable approach for building predictive models of players' emotional reactions across different games and game genres, as well as other forms of digital stimuli. Our input agnostic approach relies on the following steps: (a) collecting players' physiologically-inferred emotional states during actual gameplay sessions, (b) extrapolating the causal relations between changes in players' emotional states and recorded game events, and (c) building hierarchical cluster models of players' emotional reactions that can later be used to infer individual player models via fuzzy cluster membership vectors. We expect this work to benefit game designers by accelerating the affective play-testing process through the offline simulation of players' reactions to game design adaptations, as well as to contribute towards individually-tailored affective gaming.
Games and Entertainment Community SIG: Reaching Beyond CHI
@inproceedings{nacke2014games,
Abstract = {Games and Entertainment have become important areas of research within the field of Human-Computer Interaction. The community has grown dramatically in the past years. During the previous CHI conference, there were a growing number of game-oriented submissions demonstrating the increased importance of the field. In 2014, the successful Student Games Competition and the Games User Research workshop (in its third iteration) continue to tie together students, researchers and practitioners. Games and Entertainment is one of the five research areas that have been selected as Spotlights in CHI 2014. Given the increase in quantity and variety of submissions, and the involvement and engagement of practitioners within the community, it is important for the community to have this SIG as a forum.},
Address = {Toronto, ON, Canada},
Author = {L. E. Nacke, P. Mirza-Babaei, M. Seif El-Nasr, H. W. Desurvire, and R. Bernhaupt},
Booktitle = {Proceedings of CHI EA 2014},
Doi = {10.1145/2559206.2559216},
Img = {http://hcigames.com/wp-content/uploads/2015/02/Games-and-Entertainment-Community-SIG-Reaching-Beyond-CHI.png},
Organization = {ACM},
Pages = {1123-1126},
Publisher = {ACM},
Title = {Games and Entertainment Community SIG: Reaching Beyond CHI},
Url = {https://hcigames.com/download/games-and-entertainment-community-sig-reaching-beyond-chi},
Year = {2014},
Games and Entertainment have become important areas of research within the field of Human-Computer Interaction. The community has grown dramatically in the past years. During the previous CHI conference, there were a growing number of game-oriented submissions demonstrating the increased importance of the field. In 2014, the successful Student Games Competition and the Games User Research workshop (in its third iteration) continue to tie together students, researchers and practitioners. Games and Entertainment is one of the five research areas that have been selected as Spotlights in CHI 2014. Given the increase in quantity and variety of submissions, and the involvement and engagement of practitioners within the community, it is important for the community to have this SIG as a forum.
Introducing the Biometric Storyboards Tool for Games User Research
@inproceedings{mirza2014introducing,
Abstract = {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.},
Address = {Toronto, ON, Canada},
Author = {P. Mirza-Babaei and L. Nacke},
Booktitle = {Proceedings of ieee gem 2014},
Doi = {10.1109/GEM.2014.7048098},
Img = {http://hcigames.com/wp-content/uploads/2015/05/Introducing-the-Biometric-Storyboards-Tool-for-Games-User-Research.png},
Keywords = {Current measurement,Data visualization,Electromyography,Games,Muscles,Physiology,Prototypes,affective evaluation,games design,games user research,physiological evaluation,user experience,video games},
MendeleyTags = {Current measurement,Data visualization,Electromyography,Games,Muscles,Physiology,Prototypes},
Pages = {1-7},
Publisher = {IEEE},
Title = {Introducing the Biometric Storyboards Tool for Games User Research},
Url = {https://hcigames.com/download/introducing-the-biometric-storyboards-tool-for-games-user-research},
Year = {2014},
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.
Physiological Acrophobia Evaluation Through In Vivo Exposure in a VR CAVE
@inproceedings{costa2014physiological,
Abstract = {Acrophobia (i.e., the fear of heights) is commonly treated using Virtual Reality (VR) applications. Patients that suffer from this clinical condition can experience extreme levels of anxiety, stress, and discomfort, even at relatively low heights. VR computer-assisted virtual environments (CAVEs) have been found to be highly immersive and successful in the treatment of acrophobia. The general method of evaluating therapy progress is through self-reported questionnaire measures. However, these are subject to participant bias. Physiological measures, on the other hand, could provide a more objective way of assessing acrophobia. To our knowledge, psychophysiological measures are not commonly used in the evaluation of acrophobes and their therapy progress within CAVEs. Thus, we present a CAVE application for acrophobia treatment, which includes a physiological feedback mechanism to assess patient progress. It also permits patient movement to facilitate increased presence and immersion. In this application, players sequentially gain access to increasing heights as they successfully progress through lesser heights, as assessed through the evaluation of their physiological responses to VR stimuli.},
Address = {Toronto, ON, Canada},
Author = {J. P. Costa, J. Robb, and L. E. Nacke},
Booktitle = {Proceedings of IEEE GEM 2014},
Doi = {10.1109/GEM.2014.7047969},
Img = {http://hcigames.com/wp-content/uploads/2015/05/Physiological-acrophobia-evaluation-through-in-vivo-exposure-in-a-VR-CAVE.png},
Keywords = {Acrophobia,Biofeedback,Buildings,CAVE,Electroencephalography,Games,In vivo,Medical treatment,Physiological Measures,Physiology,Virtual Reality,Virtual reality},
MendeleyTags = {Buildings,Electroencephalography,Games,In vivo,Medical treatment,Physiology,Virtual reality},
Pages = {1-4},
Publisher = {IEEE},
Title = {Physiological Acrophobia Evaluation Through In Vivo Exposure in a VR CAVE},
Url = {https://hcigames.com/download/physiological-acrophobia-evaluation-through-in-vivo-exposure-in-a-vr-cave},
Year = {2014},
Acrophobia (i.e., the fear of heights) is commonly treated using Virtual Reality (VR) applications. Patients that suffer from this clinical condition can experience extreme levels of anxiety, stress, and discomfort, even at relatively low heights. VR computer-assisted virtual environments (CAVEs) have been found to be highly immersive and successful in the treatment of acrophobia. The general method of evaluating therapy progress is through self-reported questionnaire measures. However, these are subject to participant bias. Physiological measures, on the other hand, could provide a more objective way of assessing acrophobia. To our knowledge, psychophysiological measures are not commonly used in the evaluation of acrophobes and their therapy progress within CAVEs. Thus, we present a CAVE application for acrophobia treatment, which includes a physiological feedback mechanism to assess patient progress. It also permits patient movement to facilitate increased presence and immersion. In this application, players sequentially gain access to increasing heights as they successfully progress through lesser heights, as assessed through the evaluation of their physiological responses to VR stimuli.
Player Experience: Mixed Methods and Reporting Results
@inproceedings{zammitto2014player,
Abstract = {The community of video game researchers has been rapidly evolving for the past few years, extending and modifying existing methodologies used by the HCI community to the environment of digital games. This one-day workshop investigates two areas that must be addressed to continue advancing the field: mixed method frameworks which integrate two or more techniques within a single study; and reporting as an integral part of the research process. The outcome of the workshop will be an archive of both the workshop submissions and the materials (posters and group productions). This will extend the discussion of topics beyond the workshop, and serve as a platform for future use and work. This one day workshop will bring together contributions from practitioners and academics in a yet untapped area of games user research.},
Address = {Toronto, ON, Canada},
Author = {V. Zammitto, P. Mirza-Babaei, I. J. Livingston, M. Kobayashi, and L. E. Nacke},
Booktitle = {Proceedings of CHI EA 2014},
Doi = {10.1145/2559206.2559239},
Organization = {ACM},
Pages = {147-150},
Publisher = {ACM},
Title = {Player Experience: Mixed Methods and Reporting Results},
Url = {https://hcigames.com/download/player-experience-mixed-methods-and-reporting-results},
Year = {2014},
The community of video game researchers has been rapidly evolving for the past few years, extending and modifying existing methodologies used by the HCI community to the environment of digital games. This one-day workshop investigates two areas that must be addressed to continue advancing the field: mixed method frameworks which integrate two or more techniques within a single study; and reporting as an integral part of the research process. The outcome of the workshop will be an archive of both the workshop submissions and the materials (posters and group productions). This will extend the discussion of topics beyond the workshop, and serve as a platform for future use and work. This one day workshop will bring together contributions from practitioners and academics in a yet untapped area of games user research.
Social Player Analytics in a Facebook Health Game
@inproceedings{Nacke:2014:SPA:2729485.2729512,
Abstract = {Social health games can drive healthy behaviour. To track social behaviour change in social network games (SNGs), gameplay metrics should quantify socially-engaging gameplay behaviour based on player interactions. We developed social player metrics in a quantitative study of player behaviour in a social health game called Healthseeker (developed by Ayogo Health Inc.). This Facebook game targets people with diabetes to help them manage health goals in real life. Our metrics identify which game mechanics led to more gameplay success, connectedness and virality. We also identified how the behaviour of successful players differs from unsuccessful players in the game. Our results support that game mechanics aiming at social interactions can motivate players to solve more missions, to fulfill more healthy goals and to play the game longer. We conclude that having a well-connected social network can improve player success in solving game missions.},
Address = {Seoul, Republic of Korea},
Author = {L. E. Nacke, M. Klauser, and P. Prescod},
Booktitle = {Proceedings of HCI Korea},
Img = {http://hcigames.com/wp-content/uploads/2015/05/HealthSeeker.png},
Isbn = {978-89-6848-752-1},
Numpages = {8},
Pages = {180-187},
Publisher = {Hanbit Media, Inc.},
Series = {HCIK '15},
Title = {Social Player Analytics in a Facebook Health Game},
Url = {https://hcigames.com/download/social-player-analytics-in-a-facebook-health-game},
Year = {2014},
Social health games can drive healthy behaviour. To track social behaviour change in social network games (SNGs), gameplay metrics should quantify socially-engaging gameplay behaviour based on player interactions. We developed social player metrics in a quantitative study of player behaviour in a social health game called Healthseeker (developed by Ayogo Health Inc.). This Facebook game targets people with diabetes to help them manage health goals in real life. Our metrics identify which game mechanics led to more gameplay success, connectedness and virality. We also identified how the behaviour of successful players differs from unsuccessful players in the game. Our results support that game mechanics aiming at social interactions can motivate players to solve more missions, to fulfill more healthy goals and to play the game longer. We conclude that having a well-connected social network can improve player success in solving game missions.
The Edge of Glory: The Relationship Between Metacritic Scores and Player Experience
@inproceedings{johnson2014edge,
Abstract = {This study sought to examine how measures of player experience used in videogame research relate to Metacritic Professional and User scores. In total, 573 participants completed an online survey, where they responded the Player Experience of Need Satisfaction (PENS) and the Game Experience Questionnaire (GEQ) in relation to their current favourite videogame. Correlations among the data indicate an overlap between the player experience constructs and the factors informing Metacritic scores. Additionally, differences emerged in the ways professionals and users appear to allocate game ratings. However, the data also provide clear evidence that Metacritic scores do not reflect the full complexity of player experience and may be misleading in some cases.},
Address = {Toronto, ON, Canada},
Author = {D. Johnson, C. Watling, J. Gardner, and L. E. Nacke},
Booktitle = {Proceedings of CHI PLAY 2014},
Doi = {10.1145/2658537.2658694},
Img = {http://hcigames.com/wp-content/uploads/2015/05/the_edge_of_glory__the_relationship_between_m_scores_and_player_experience.png},
Organization = {ACM},
Pages = {141-150},
Publisher = {ACM},
Title = {The Edge of Glory: The Relationship Between Metacritic Scores and Player Experience},
Url = {https://hcigames.com/download/the-edge-of-glory-the-relationship-between-metacritic-scores-and-player-experience},
Year = {2014},
This study sought to examine how measures of player experience used in videogame research relate to Metacritic Professional and User scores. In total, 573 participants completed an online survey, where they responded the Player Experience of Need Satisfaction (PENS) and the Game Experience Questionnaire (GEQ) in relation to their current favourite videogame. Correlations among the data indicate an overlap between the player experience constructs and the factors informing Metacritic scores. Additionally, differences emerged in the ways professionals and users appear to allocate game ratings. However, the data also provide clear evidence that Metacritic scores do not reflect the full complexity of player experience and may be misleading in some cases.
Understanding Expectations with Multiple Controllers in an Augmented Reality Videogame
@inproceedings{mirza2014understanding,
Abstract = {Player experiences and expectations are connected. The presumptions players have about how they control their gameplay interactions may shape the way they play and perceive videogames. A successfully engaging player experience might rest on the way controllers meet players' expectations. We studied player interaction with novel controllers on the Sony PlayStation Wonderbook, an augmented reality (AR) gaming system. Our goal was to understand player expectations regarding game controllers in AR game design. Based on this preliminary study, we propose several interaction guidelines for hybrid input from both augmented reality and physical game controllers},
Address = {Toronto, ON, Canada},
Author = {P. Mirza-Babaei, N. Gale, J. P. Costa, L. E. Nacke, and D. Johnson},
Booktitle = {Proceedings of CHI PLAY 2014},
Doi = {10.1145/2658537.2658705},
Img = {http://hcigames.com/wp-content/uploads/2015/02/Understanding-Expectations-with-Multiple-Controllers-in-an-Augemented-Reality-Videogame.png},
Organization = {ACM},
Pages = {201-206},
Publisher = {ACM},
Title = {Understanding Expectations with Multiple Controllers in an Augmented Reality Videogame},
Url = {https://hcigames.com/download/understanding-expectations-with-multiple-controllers-in-an-augmented-reality-videogame},
Year = {2014},
Player experiences and expectations are connected. The presumptions players have about how they control their gameplay interactions may shape the way they play and perceive videogames. A successfully engaging player experience might rest on the way controllers meet players' expectations. We studied player interaction with novel controllers on the Sony PlayStation Wonderbook, an augmented reality (AR) gaming system. Our goal was to understand player expectations regarding game controllers in AR game design. Based on this preliminary study, we propose several interaction guidelines for hybrid input from both augmented reality and physical game controllers
Unified Visualization of Quantitative and Qualitative Playtesting Data
@inproceedings{mirza2014unified,
Abstract = {A major challenge in studying player experience is tying together the results of quantitative and qualitative games user research (GUR) data. For example, combining data from players' physiological measures with questionnaire or interview results and in-game movement data into a single report is not straightforward because the underlying data is often in different formats. Visualization techniques can facilitate the understanding of relationships among these data sets. Although various visualization techniques have already been introduced in GUR, most of these techniques only focus on displaying large amounts of data captured directly via telemetry without integrating qualitative or contextual data on players' emotional experience. Hence, here we propose a novel visualization approach to triangulate the above mentioned mixed data sources.},
Address = {Toronto, ON, Canada},
Author = {P. Mirza-Babaei, G. Wallner, G. McAllister, and L. E. Nacke},
Booktitle = {Proceedings of chi ea 2014},
Doi = {10.1145/2559206.2581224},
Img = {http://hcigames.com/wp-content/uploads/2015/02/Unified-Visualization-of-Quantitative-and-Qualitative-Playtesting-Data.png},
Organization = {ACM},
Pages = {1363-1368},
Publisher = {ACM},
Title = {Unified Visualization of Quantitative and Qualitative Playtesting Data},
Url = {https://hcigames.com/download/unified-visualization-of-quantitative-and-qualitative-playtesting-data},
Year = {2014},
A major challenge in studying player experience is tying together the results of quantitative and qualitative games user research (GUR) data. For example, combining data from players' physiological measures with questionnaire or interview results and in-game movement data into a single report is not straightforward because the underlying data is often in different formats. Visualization techniques can facilitate the understanding of relationships among these data sets. Although various visualization techniques have already been introduced in GUR, most of these techniques only focus on displaying large amounts of data captured directly via telemetry without integrating qualitative or contextual data on players' emotional experience. Hence, here we propose a novel visualization approach to triangulate the above mentioned mixed data sources.
Year 2013
Back to topA Hybrid Approach at Emotional State Detection: Merging Theoretical Models of Emotion with Data-Driven Statistical Classifiers
@inproceedings{nogueira2013hybrid,
Abstract = {With the rising popularity of affective computing techniques, there have been several advances in the field of emotion recognition systems. However, despite the several advances in the field, these systems still face scenario adaptability and practical implementation issues. In light of these issues, we developed a nonspecific method for emotional state classification in interactive environments. The proposed method employs a two-layer classification process to detect Arousal and Valence (the emotion's hedonic component), based on four psychophysiological metrics: Skin Conductance, Heart Rate and Electromyography measured at the corrugator supercilii and zygomaticus major muscles. The first classification layer applies multiple regression models to correctly scale the aforementioned metrics across participants and experimental conditions, while also correlating them to the Arousal or Valence dimensions. The second layer then explores several machine learning techniques to merge the regression outputs into one final rating. The obtained results indicate we are able to classify Arousal and Valence independently from participant and experimental conditions with satisfactory accuracy (97\% for Arousal and 91\% for Valence).},
Address = {Atlanta, GA, United States},
Author = {P. A. Nogueira, R. A. Rodrigues, E. Oliveira, and L. E. Nacke},
Booktitle = {Proceedings of WI-IAT 2013},
Doi = {10.1109/WI-IAT.2013.117},
Img = {http://hcigames.com/wp-content/uploads/2015/02/A-Hybrid-Approach-at-Emotional-State-Detection-Merging-Theoretical-Models-of-Emotion-with-Data-Driven-Statistical-Classifiers.png},
Organization = {IEEE},
Pages = {253-260},
Publisher = {IEEE},
Title = {A Hybrid Approach at Emotional State Detection: Merging Theoretical Models of Emotion with Data-Driven Statistical Classifiers},
Url = {https://hcigames.com/download/a-hybrid-approach-at-emotional-state-detection-merging-theoretical-models-of-emotion-with-data-driven-statistical-classifiers},
Volume = {2},
Year = {2013},
With the rising popularity of affective computing techniques, there have been several advances in the field of emotion recognition systems. However, despite the several advances in the field, these systems still face scenario adaptability and practical implementation issues. In light of these issues, we developed a nonspecific method for emotional state classification in interactive environments. The proposed method employs a two-layer classification process to detect Arousal and Valence (the emotion's hedonic component), based on four psychophysiological metrics: Skin Conductance, Heart Rate and Electromyography measured at the corrugator supercilii and zygomaticus major muscles. The first classification layer applies multiple regression models to correctly scale the aforementioned metrics across participants and experimental conditions, while also correlating them to the Arousal or Valence dimensions. The second layer then explores several machine learning techniques to merge the regression outputs into one final rating. The obtained results indicate we are able to classify Arousal and Valence independently from participant and experimental conditions with satisfactory accuracy (97\% for Arousal and 91\% for Valence).
An Introduction to EEG Analysis Techniques and Brain-Computer Interfaces for Games User Researchers
@inproceedings{wehbe2013introduction,
Abstract = {Games User Research (GUR) can provide meaningful insights into the study of games. As a part of GUR, we focus on the area of cognitive psychology and discuss electroencephalography (EEG) as an evaluation technique for games. We want to introduce game researchers to EEG when studying the cognitive side of player experience and discuss how it can benefit game studies. In this paper, we review EEG techniques before providing researchers with information about general EEG setup and methodology, EEG data collection, preparation, and analysis. Techniques reviewed have been used in medical applications, research, brain-computer interaction (BCI) and human-computer interaction (HCI) applications. In addition, future ideas for applications of EEG techniques in game studies are discussed. We outline how to use different EEG analysis techniques for game research and it is our hope to make these techniques more understandable for the game studies community and to demonstrate their merit for games user research.},
Address = {Atlanta, GA, United States},
Author = {R. R. Wehbe and L. E. Nacke},
Booktitle = {Proceedings of digra 2013},
Img = {http://hcigames.com/wp-content/uploads/2015/05/an_introduction_to_eeg_analysis_techniques_and_brain-computer_interfaces_for_games_user_researchers.png},
Organization = {DiGRA},
Pages = {1-16},
Publisher = {DiGRA},
Title = {An Introduction to EEG Analysis Techniques and Brain-Computer Interfaces for Games User Researchers},
Url = {https://hcigames.com/download/an-introduction-to-eeg-analysis-techniques-and-brain-computer-interfaces-for-games-user-researchers},
Year = {2013},
Games User Research (GUR) can provide meaningful insights into the study of games. As a part of GUR, we focus on the area of cognitive psychology and discuss electroencephalography (EEG) as an evaluation technique for games. We want to introduce game researchers to EEG when studying the cognitive side of player experience and discuss how it can benefit game studies. In this paper, we review EEG techniques before providing researchers with information about general EEG setup and methodology, EEG data collection, preparation, and analysis. Techniques reviewed have been used in medical applications, research, brain-computer interaction (BCI) and human-computer interaction (HCI) applications. In addition, future ideas for applications of EEG techniques in game studies are discussed. We outline how to use different EEG analysis techniques for game research and it is our hope to make these techniques more understandable for the game studies community and to demonstrate their merit for games user research.
Assessing User Preference of Video Game Controller Button Settings
@inproceedings{ellick2013assessing,
Abstract = {Only very few studies exist linking preference in controller usage to physiological effects and user experience (UX). While many games already feature different controller layouts, there is a lack of research on whether giving control to participants over their button choices affects their UX in the game. In our study, participants were given two predetermined button configurations for playing FIFA 12. Their preferences were assessed through electroencephalography (EEG) and a Game Experience Questionnaire (GEQ). Our results show no significant difference in EEG intensity between participants using their preferred or non-preferred button settings. Preference also appears to have no significant effect on subjective feelings assessed by the GEQ. We have identified three distinct factors that may have potentially compromised this study. These findings could help to structure future research in this area.},
Address = {Paris, France},
Author = {W. Ellick, P. Mirza-Babaei, S. Wood, D. Smith, and L. E. Nacke},
Booktitle = {Proceedings of CHI EA 2013},
Doi = {10.1145/2468356.2468554},
Img = {http://hcigames.com/wp-content/uploads/2015/05/Assessing-User-Preference-of-Video-Game-Controller-Button-Settings.png},
Organization = {ACM},
Pages = {1107-1112},
Publisher = {ACM},
Title = {Assessing User Preference of Video Game Controller Button Settings},
Url = {https://hcigames.com/download/assessing-user-preference-of-video-game-controller-button-settings},
Year = {2013},
Only very few studies exist linking preference in controller usage to physiological effects and user experience (UX). While many games already feature different controller layouts, there is a lack of research on whether giving control to participants over their button choices affects their UX in the game. In our study, participants were given two predetermined button configurations for playing FIFA 12. Their preferences were assessed through electroencephalography (EEG) and a Game Experience Questionnaire (GEQ). Our results show no significant difference in EEG intensity between participants using their preferred or non-preferred button settings. Preference also appears to have no significant effect on subjective feelings assessed by the GEQ. We have identified three distinct factors that may have potentially compromised this study. These findings could help to structure future research in this area.
Deconstructing 'Gamified' Task-Management Applications
@inproceedings{kappen2013deconstructing,
Abstract = {Many tasks---and the societal need to attend events as part of our office culture---have an overwhelming effect on our management capacity. Using gamification to make task and chore management more exciting could allow people to be more productive while they are engaged and focused on their tasks. There is currently a lack of studies on the usefulness of gamified task-management applications. We address this by taking a look at two memory-aid applications with task-based gamification: Task Hammer (TH) and Epic Win (EW). Among our findings is that TH was easier to learn to use while EW was more satisfying and motivating. Participants who felt good about an apps' reward system were also more satisfied with its use. Conventional task managers are, however, preferred for speed and efficiency. Based on our interviews, it seems that gamified task managers are not more useful than classical ones. However, there is a relation between how participants perceive game elements and how useful they find it for task management.},
Address = {Stratford, ON, Canada},
Author = {D. L. Kappen, J. Johannsmeier, and L. E. Nacke},
Booktitle = {Proceedings of gamification 2013},
Img = {http://hcigames.com/wp-content/uploads/2015/05/Deconstructing-Gamified-Task-Management-Applications.png},
Organization = {ACM},
Pages = {139-142},
Publisher = {ACM},
Title = {Deconstructing `Gamified' Task-Management Applications},
Url = {https://hcigames.com/download/deconstructing-`gamified'-task-management-applications},
Year = {2013},
Many tasks---and the societal need to attend events as part of our office culture---have an overwhelming effect on our management capacity. Using gamification to make task and chore management more exciting could allow people to be more productive while they are engaged and focused on their tasks. There is currently a lack of studies on the usefulness of gamified task-management applications. We address this by taking a look at two memory-aid applications with task-based gamification: Task Hammer (TH) and Epic Win (EW). Among our findings is that TH was easier to learn to use while EW was more satisfying and motivating. Participants who felt good about an apps' reward system were also more satisfied with its use. Conventional task managers are, however, preferred for speed and efficiency. Based on our interviews, it seems that gamified task managers are not more useful than classical ones. However, there is a relation between how participants perceive game elements and how useful they find it for task management.
Designing and Evaluating Sociability in Online Video Games
@inproceedings{christou2013designing,
Abstract = {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.},
Address = {Paris, France},
Author = {G. Christou, E. Law, D. Geerts, L. E. Nacke, and P. Zaphiris},
Booktitle = {Proceedings of CHI EA 2013},
Doi = {10.1145/2468356.2479656},
Organization = {ACM},
Pages = {3239-3242},
Publisher = {ACM},
Title = {Designing and Evaluating Sociability in Online Video Games},
Url = {https://hcigames.com/download/designing-and-evaluating-sociability-in-online-video-games},
Year = {2013},
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.
Designing Gamification: Creating Gameful and Playful Experiences
@inproceedings{deterding2013designing,
Abstract = {In recent years, gamification - the use of game design elements in non-game contexts - has seen rapid adoption in the software industry, as well as a growing body of research on its uses and effects. However, little is known about the effective design of such gameful systems, including whether their evaluation requires special approaches. This workshop therefore convenes researchers and industry practitioners to identify current practices, challenges, and open research questions in the design of gameful systems.},
Address = {Paris, France},
Author = {S. Deterding, S. L. Björk, L. E. Nacke, D. Dixon, and E. Lawley},
Booktitle = {Proceedings of CHI EA 2013},
Doi = {10.1145/2468356.2479662},
Img = {http://hcigames.com/wp-content/uploads/2015/05/designing_gamification_creating_gameful_and_playful_experiences.png},
Organization = {ACM},
Pages = {3263-3266},
Publisher = {ACM},
Title = {Designing Gamification: Creating Gameful and Playful Experiences},
Url = {https://hcigames.com/download/designing-gamification-creating-gameful-and-playful-experiences},
Year = {2013},
In recent years, gamification - the use of game design elements in non-game contexts - has seen rapid adoption in the software industry, as well as a growing body of research on its uses and effects. However, little is known about the effective design of such gameful systems, including whether their evaluation requires special approaches. This workshop therefore convenes researchers and industry practitioners to identify current practices, challenges, and open research questions in the design of gameful systems.
EEG-Based Assessment of Video and In-Game Learning
@inproceedings{wehbe2013eeg,
Abstract = {People often learn game-related information in video games by taking turns playing and watching each other play. This type of in-game learning involves both observation and imitation of actions. However, games are also made to be learnt individually during gameplay. Our study seeks to assess which is more effective for learning: just playing a game yourself or watching somebody play it first. We compare two gameplay situations: playing a digital game before watching a game-play video and playing a digital game after watching a gameplay video. Using a between-participants design, to measure learning effectiveness we recorded Mu rhythms, which are indirectly linked to mirror neuron activation during imitation learning. We also analyze hemispheric frontal alpha asymmetry. Our results indicate that presentation order of the video game matters and players are more aroused when watching a gameplay video before playing.},
Address = {Paris, France},
Author = {R. R. Wehbe, D. L. Kappen, D. Rojas, M. Klauser, B. Kapralos, and L. E. Nacke},
Booktitle = {Proceedings of CHI EA 2013},
Doi = {10.1145/2468356.2468474},
Img = {http://hcigames.com/wp-content/uploads/2015/05/eeg-based_assessment_of_video_and_in-game_learning.png},
Organization = {ACM},
Pages = {667-672},
Publisher = {ACM},
Title = {EEG-Based Assessment of Video and In-Game Learning},
Url = {https://hcigames.com/download/eeg-based-assessment-of-video-and-in-game-learning},
Year = {2013},
People often learn game-related information in video games by taking turns playing and watching each other play. This type of in-game learning involves both observation and imitation of actions. However, games are also made to be learnt individually during gameplay. Our study seeks to assess which is more effective for learning: just playing a game yourself or watching somebody play it first. We compare two gameplay situations: playing a digital game before watching a game-play video and playing a digital game after watching a gameplay video. Using a between-participants design, to measure learning effectiveness we recorded Mu rhythms, which are indirectly linked to mirror neuron activation during imitation learning. We also analyze hemispheric frontal alpha asymmetry. Our results indicate that presentation order of the video game matters and players are more aroused when watching a gameplay video before playing.
Exploring Social Interaction in Co-Located Multiplayer Games
@inproceedings{kappen2013exploring,
Abstract = {Games have always been a social activity. Playing digital games affords spending time with people; helps build personal connections between individuals and helps to redefine the personality of the player while in play. Games also enable to build the concept of togetherness as a means to foster and enhance the concept of social connectedness, mutual dependencies, collaboration, community living and social interaction. We present a work in progress digital game installation to create multi-level social interactions between the player, the spatial game environment and the digital game. We discuss MagicDuel, a multiplayer digital game, where we are in the process of evaluating the socio-spatial contextual relationship between the players, the audience and gameplay elements for this specific digital game.},
Address = {Paris, France},
Author = {D. L. Kappen, J. Gregory, D. Stepchenko, R. R. Wehbe, and L. E. Nacke},
Booktitle = {Proceedings of CHI EA 2013},
Doi = {10.1145/2468356.2468556},
Img = {http://hcigames.com/wp-content/uploads/2015/02/Exploring-Social-Interaction-in-Co-Located-Multiplayer-Games.png},
Organization = {ACM},
Pages = {1119-1124},
Publisher = {ACM},
Title = {Exploring Social Interaction in Co-Located Multiplayer Games},
Url = {https://hcigames.com/download/exploring-social-interaction-in-co-located-multiplayer-games},
Year = {2013},
Games have always been a social activity. Playing digital games affords spending time with people; helps build personal connections between individuals and helps to redefine the personality of the player while in play. Games also enable to build the concept of togetherness as a means to foster and enhance the concept of social connectedness, mutual dependencies, collaboration, community living and social interaction. We present a work in progress digital game installation to create multi-level social interactions between the player, the spatial game environment and the digital game. We discuss MagicDuel, a multiplayer digital game, where we are in the process of evaluating the socio-spatial contextual relationship between the players, the audience and gameplay elements for this specific digital game.
Games User Research: Practice, Methods, and Applications
@inproceedings{mirza2013games,
Abstract = {Games User Research (GUR) is an emerging field that ties together Human-Computer Interaction (HCI) and Game Development. The GUR community has rapidly evolved over the past few years (spawning an International Game Developers Association Special Interest Group). In this workshop, we are investigating different methodologies currently used in practice. We will highlight benefits and drawbacks in assessing game design issues hoping to gain insights into player experience. The outcome will be a collection of best practices online, showing practitioners and researchers how to apply these techniques. We will also peer-review and publish extended versions of paper submissions in a Cognitive Science Research Papers Special Issue on GUR. This will extend the discussion of topics beyond the workshop and serve as a platform for future work.},
Address = {Paris, France},
Author = {P. Mirza-Babaei, V. Zammitto, J. Niesenhaus, M. Sangin, and L. E. Nacke},
Booktitle = {Proceedings of CHI EA 2013},
Doi = {10.1145/2468356.2479651},
Img = {http://hcigames.com/wp-content/uploads/2015/02/Games-User-Research-Practice-Methods-and-Applications.png},
Organization = {ACM},
Pages = {3219-3222},
Publisher = {ACM},
Title = {Games User Research: Practice, Methods, and Applications},
Url = {https://hcigames.com/download/games-user-research-practice-methods-and-applications},
Year = {2013},
Games User Research (GUR) is an emerging field that ties together Human-Computer Interaction (HCI) and Game Development. The GUR community has rapidly evolved over the past few years (spawning an International Game Developers Association Special Interest Group). In this workshop, we are investigating different methodologies currently used in practice. We will highlight benefits and drawbacks in assessing game design issues hoping to gain insights into player experience. The outcome will be a collection of best practices online, showing practitioners and researchers how to apply these techniques. We will also peer-review and publish extended versions of paper submissions in a Cognitive Science Research Papers Special Issue on GUR. This will extend the discussion of topics beyond the workshop and serve as a platform for future work.
Guided Emotional State Regulation: Understanding and Shaping Players' Affective Experiences in Digital Games
@inproceedings{nogueira2013guided,
Abstract = {Designing adaptive games for individual emotional experi- ences is a tricky task, especially when detecting a player's emotional state in real time requires physiological sensing hardware and signal processing software. There is currently a lack of software that can identify and learn how emotional states in games are triggered. To address this problem, we developed a system capable of understanding the fundamen- tal relations between emotional responses and their eliciting events. We propose time-evolving Affective Reaction Mod- els (ARM), which learn new affective reactions and manage conflicting ones. These models are then meant to provide in- formation on how a set of predetermined game parameters (e.g., enemy and item spawning, music and lighting effects) should be adapted, to modulate the player's emotional state. In this paper, we propose and describe a framework for modulating player emotions and the main components in- volved in regulating players' affective experience. We ex- pect our technique will allow game designers to focus on defining high-level rules for generating gameplay experi- ences instead of having to create and test different content for each player type.},
Address = {Palo Alto, CA, United States},
Author = {P. A. Nogueira, R. A. Rodrigues, E. C. Oliveira, and L. E. Nacke},
Booktitle = {Proceedings of aiide 2009},
Img = {http://hcigames.com/wp-content/uploads/2015/02/Guided-Emotional-State-Regulation-Understanding-and-Shaping-Players-Affective-Experiences-in-Digital-Games.png},
Pages = {51-57},
Title = {Guided Emotional State Regulation: Understanding and Shaping Players' Affective Experiences in Digital Games},
Url = {https://hcigames.com/download/guided-emotional-state-regulation-understanding-and-shaping-players'-affective-experiences-in-digital-games},
Year = {2013},
Designing adaptive games for individual emotional experi- ences is a tricky task, especially when detecting a player's emotional state in real time requires physiological sensing hardware and signal processing software. There is currently a lack of software that can identify and learn how emotional states in games are triggered. To address this problem, we developed a system capable of understanding the fundamen- tal relations between emotional responses and their eliciting events. We propose time-evolving Affective Reaction Mod- els (ARM), which learn new affective reactions and manage conflicting ones. These models are then meant to provide in- formation on how a set of predetermined game parameters (e.g., enemy and item spawning, music and lighting effects) should be adapted, to modulate the player's emotional state. In this paper, we propose and describe a framework for modulating player emotions and the main components in- volved in regulating players' affective experience. We ex- pect our technique will allow game designers to focus on defining high-level rules for generating gameplay experi- ences instead of having to create and test different content for each player type.
How Does It Play Better? Exploring User Testing and Biometric Storyboards in Games User Research
@article{mirza2013does,
Abstract = {Improving game design is a hard task. Few methods are available in games user research (GUR) to test formally how game designs work for players. In particular, the usefulness of user tests (UTs) for game designers has not been fully studied in the CHI community. We propose a novel GUR method called Biometric Storyboards (BioSt) and present a study demonstrating how a Classic UT and a BioSt UT both help designers create a better gameplay experience. In addition, we show that BioSt can help designers deliver significantly better visuals, more fun, and higher gameplay quality than designing without UTs and that classic UTs do not provide this significant advantage. Our interviews support the idea that BioSt provides more nuanced game design improvement. The design implication is that a game designed with the BioSt method will result in high gameplay quality.},
Address = {Paris, France},
Author = {P. Mirza-Babaei, L. E. Nacke, J. Gregory, N. Collins, and G. Fitzpatrick},
Doi = {10.1145/2470654.2466200},
Img = {http://hcigames.com/wp-content/uploads/2015/02/How-Does-It-Play-Better-Exploring-User-Testing-and-Biometric-Storyboards-in-Games-User-Research.png},
Journal = {Proceedings of CHI 2013},
Pages = {1499-1508},
Publisher = {ACM},
Title = {How Does It Play Better? Exploring User Testing and Biometric Storyboards in Games User Research},
Url = {https://hcigames.com/download/how-does-it-play-better-exploring-user-testing-and-biometric-storyboards-in-games-user-research},
Year = {2013},
Improving game design is a hard task. Few methods are available in games user research (GUR) to test formally how game designs work for players. In particular, the usefulness of user tests (UTs) for game designers has not been fully studied in the CHI community. We propose a novel GUR method called Biometric Storyboards (BioSt) and present a study demonstrating how a Classic UT and a BioSt UT both help designers create a better gameplay experience. In addition, we show that BioSt can help designers deliver significantly better visuals, more fun, and higher gameplay quality than designing without UTs and that classic UTs do not provide this significant advantage. Our interviews support the idea that BioSt provides more nuanced game design improvement. The design implication is that a game designed with the BioSt method will result in high gameplay quality.
The Kaleidoscope of Effective Gamification: Deconstructing Gamification in Business Applications
@inproceedings{kappen2013kaleidoscope,
Abstract = {Developers of gamified business applications face the chal- lenge of creating motivating gameplay strategies and crea- tive design techniques to deliver subject matter not typically associated with games in a playful way. We currently lack models that frame what makes gamification effective (e.g., what drives people to engage with a business application). Thus, we propose a design approach and analysis tool for gamification: The Kaleidoscope of Effective Gamification. We take a look at current models of game design, self de- termination theory and the principles of systems design to deconstruct the gamification layer in the design of these applications. Based on the layers of our model, we provide design guidelines for effective gamification.},
Address = {Stratford, ON, Canada},
Author = {D. L. Kappen and L. E. Nacke},
Booktitle = {Proceedings of gamification 2013},
Img = {http://hcigames.com/wp-content/uploads/2015/02/The-Kaleidoscope-of-Effective-Gamification-Deconstructing-Gamification-in-Business-Applications.png},
Organization = {ACM},
Pages = {119-122},
Publisher = {ACM},
Title = {The Kaleidoscope of Effective Gamification: Deconstructing Gamification in Business Applications},
Url = {https://hcigames.com/download/the-kaleidoscope-of-effective-gamification-deconstructing-gamification-in-business-applications},
Year = {2013},
Developers of gamified business applications face the chal- lenge of creating motivating gameplay strategies and crea- tive design techniques to deliver subject matter not typically associated with games in a playful way. We currently lack models that frame what makes gamification effective (e.g., what drives people to engage with a business application). Thus, we propose a design approach and analysis tool for gamification: The Kaleidoscope of Effective Gamification. We take a look at current models of game design, self de- termination theory and the principles of systems design to deconstruct the gamification layer in the design of these applications. Based on the layers of our model, we provide design guidelines for effective gamification.
Time's Up: Studying Leaderboards for Engaging Punctual Behaviour
@inproceedings{costa2013time,
Abstract = {In the workplace, an individual's punctuality will not only have an effect on how a person is viewed by colleagues, but will also reverberate on their productivity. Being late for a meeting can be disruptive to the working team, costing everyone time and causing the individual to miss valuable information. Little has been done to improve the punctuali- ty of working teams. Therefore, we were interested in stud- ying the effectiveness of leaderboards, a common gamifica- tion technique, for improving punctuality of participants to regular work meetings. Leaderboards were comprised of data collected by monitoring the arrival times of the partici- pants, which influenced their scores in the leaderboards. We found that leaderboards themselves did not promote punc- tuality of every participant, but gave rise to various gameful social comparisons. These gameful social comparisons that emerged among participants when using leaderboards for our meetings were reported to be the cause of their punctu- ality improvements.},
Address = {Stratford, ON, Canada},
Author = {J. P. Costa, R. R. Wehbe, J. Robb, and L. E. Nacke},
Booktitle = {Proceedings of gamification 2013},
Organization = {ACM},
Pages = {26-33},
Publisher = {ACM},
Title = {Time's Up: Studying Leaderboards for Engaging Punctual Behaviour},
Url = {https://hcigames.com/download/time's-up-studying-leaderboards-for-engaging-punctual-behaviour},
Year = {2013},
In the workplace, an individual's punctuality will not only have an effect on how a person is viewed by colleagues, but will also reverberate on their productivity. Being late for a meeting can be disruptive to the working team, costing everyone time and causing the individual to miss valuable information. Little has been done to improve the punctuali- ty of working teams. Therefore, we were interested in stud- ying the effectiveness of leaderboards, a common gamifica- tion technique, for improving punctuality of participants to regular work meetings. Leaderboards were comprised of data collected by monitoring the arrival times of the partici- pants, which influenced their scores in the leaderboards. We found that leaderboards themselves did not promote punc- tuality of every participant, but gave rise to various gameful social comparisons. These gameful social comparisons that emerged among participants when using leaderboards for our meetings were reported to be the cause of their punctu- ality improvements.
Year 2012
Back to top"I'm Just Here to Play Games": Social Dynamics and Sociality in an Online Game Site
@inproceedings{mcewan2012m,
Abstract = {There are many web sites that allow people to play board or card games against other human players. These sites offer tools and opportunities for social interaction, but little is known about how people really interact on these sites. To learn more about social dynamics on game sites, we analysed three months of log files from a large site to explore three themes: permanence (whether people formed a long-term association with the site); social interaction (in terms of shared activity and verbal communication); and formation of ties (whether people made contacts with others). Our analyses showed that while the site seems very social when we consider gameplay, the population was highly transient, and people talked very little. To explain these behaviours, we suggest that games and game-based activity should be considered as a legitimate form of human interaction. Our analysis provides new information and new ways of thinking about how game environments can be designed to support many kinds of sociability.},
Address = {Seattle, WA, United States},
Author = {G. McEwan, C. Gutwin, R. L. Mandryk, and L. E. Nacke},
Booktitle = {Proceedings of cscw 2012},
Doi = {10.1145/2145204.2145289},
Img = {http://hcigames.com/wp-content/uploads/2015/02/Im-Just-Here-to-Play-Games-Social-Dynamics-and-Sociality-in-an-Online-Game-Site.png},
Organization = {ACM},
Pages = {549-558},
Publisher = {ACM},
Title = {"I'm Just Here to Play Games": Social Dynamics and Sociality in an Online Game Site},
Url = {https://hcigames.com/download/%E2%80%9Ci'm-just-here-to-play-games%E2%80%9D-social-dynamics-and-sociality-in-an-online-game-site},
Year = {2012},
BdskUrl1 = {https://hcigames.com/wp-content/uploads/2015/02/Im-Just-Here-to-Play-Games-Social-Dynamics-and-Sociality-in-an-Online-Game-Site.pdf},
BdskUrl2 = {http://dx.doi.org/10.1145/2145204.2145289}}
There are many web sites that allow people to play board or card games against other human players. These sites offer tools and opportunities for social interaction, but little is known about how people really interact on these sites. To learn more about social dynamics on game sites, we analysed three months of log files from a large site to explore three themes: permanence (whether people formed a long-term association with the site); social interaction (in terms of shared activity and verbal communication); and formation of ties (whether people made contacts with others). Our analyses showed that while the site seems very social when we consider gameplay, the population was highly transient, and people talked very little. To explain these behaviours, we suggest that games and game-based activity should be considered as a legitimate form of human interaction. Our analysis provides new information and new ways of thinking about how game environments can be designed to support many kinds of sociability.
Biometric Storyboards: Visualising Game User Research Data
@inproceedings{mirza2012biometric,
Abstract = {Player experience is difficult to evaluate and report, especially using quantitative methodologies in addition to observations and interviews. One step towards tying quantitative physiological measures of player arousal to player experience reports are Biometric Storyboards (BioSt). They can visualise meaningful relationships between a player's physiological changes and game events. This paper evaluates the usefulness of BioSt to the game industry. We presented the Biometric Storyboards technique to six game developers and interviewed them about the advantages and disadvantages of this technique.},
Address = {Austin, TX, United States},
Author = {P. Mirza-Babaei, L. E. Nacke, G. Fitzpatrick, G. White, G. McAllister, and N. Collins},
Booktitle = {Proceedings of chi ea 2012},
Doi = {10.1145/2212776.2223795},
Img = {http://hcigames.com/wp-content/uploads/2015/05/Biometric-Storyboards-Visualising-Game-User-Research-Data.png},
Organization = {ACM},
Pages = {2315-2320},
Publisher = {ACM},
Title = {Biometric Storyboards: Visualising Game User Research Data},
Url = {https://hcigames.com/download/biometric-storyboards-visualising-game-user-research-data},
Year = {2012},
BdskUrl1 = {https://hcigames.com/wp-content/uploads/2015/01/Biometric-Storyboards-Visualising-Game-User-Research-Data.pdf},
BdskUrl2 = {http://dx.doi.org/10.1145/2212776.2223795}}
Player experience is difficult to evaluate and report, especially using quantitative methodologies in addition to observations and interviews. One step towards tying quantitative physiological measures of player arousal to player experience reports are Biometric Storyboards (BioSt). They can visualise meaningful relationships between a player's physiological changes and game events. This paper evaluates the usefulness of BioSt to the game industry. We presented the Biometric Storyboards technique to six game developers and interviewed them about the advantages and disadvantages of this technique.
Feedback-Based Gameplay Metrics: Measuring Player Experience via Automatic Visual Analysis
@inproceedings{marczak2012feedback,
Abstract = {Using gameplay metrics to articulate player interaction within game systems has received increased interest in game studies. The value of gameplay metrics comes from a desire to empirically validate over a decade of theorization of player experience and knowledge of games as ludic systems. Taking gameplay metrics beyond formalized user testing (i.e. with the aim of improving a product) allows researchers the freedom of examining any commercially available game without the need to have access to the game's source code. This paper offers a new methodology to obtain data on player behavior, achieved through analyzing video and audio streams. Game interface features are being analyzed automatically, which are indicative of player behavior and gameplay events. This paper outlines the development of this methodology and its application to research that seeks to understand the nature of engagement and player motivations.},
Address = {Auckland, New Zealand},
Author = {R. Marczak, J. van Vught, G. Schott, and L. E. Nacke},
Booktitle = {Proceedings of acm ie 2012},
Doi = {10.1145/2336727.2336733},
Img = {http://hcigames.com/wp-content/uploads/2015/02/Feedback-Based-Gameplay-Metrics-Measuring-Player-Experience-via-Automatic-Visual-Analysis.png},
Organization = {ACM},
Pages = {6},
Publisher = {ACM},
Title = {Feedback-Based Gameplay Metrics: Measuring Player Experience via Automatic Visual Analysis},
Url = {https://hcigames.com/download/feedback-based-gameplay-metrics-measuring-player-experience-via-automatic-visual-analysis},
Year = {2012},
BdskUrl1 = {https://hcigames.com/wp-content/uploads/2015/01/Feedback-Based-Gameplay-Metrics-Measuring-Player-Experience-via-Automatic-Visual-Analysis.pdf},
BdskUrl2 = {http://dx.doi.org/10.1145/2336727.2336733}}
Using gameplay metrics to articulate player interaction within game systems has received increased interest in game studies. The value of gameplay metrics comes from a desire to empirically validate over a decade of theorization of player experience and knowledge of games as ludic systems. Taking gameplay metrics beyond formalized user testing (i.e. with the aim of improving a product) allows researchers the freedom of examining any commercially available game without the need to have access to the game's source code. This paper offers a new methodology to obtain data on player behavior, achieved through analyzing video and audio streams. Game interface features are being analyzed automatically, which are indicative of player behavior and gameplay events. This paper outlines the development of this methodology and its application to research that seeks to understand the nature of engagement and player motivations.
Flow in Games: Proposing a Flow Experience Model
@inproceedings{nacke2012flow,
Abstract = {When discussing fun in games, one will ultimately have to discuss the matching of skills and challenges as proposed in Csikszentmihalyi's flow theory, an influential concept in game design. In this position paper, I want to give a brief overview of flow theory and its application in game research, as well as propose a model for further discussion that synthesizes common streams in game flow research. I hope this synthesis will be challenged and can serve as a discussion point for flow theory and player experience in games.},
Address = {Toulouse, France},
Author = {L. E. Nacke},
Booktitle = {Proceedings of the workshop on conceptualising, operationalising and measuring the player experience in videogames at fun and games 2012},
Img = {http://hcigames.com/wp-content/uploads/2015/05/Flow-in-Games-Proposing-a-Flow-Experience-Model.png},
Organization = {QUT},
Pages = {104-108},
Publisher = {ACM},
Title = {Flow in Games: Proposing a Flow Experience Model},
Url = {https://hcigames.com/download/flow-in-games-proposing-a-flow-experience-model},
Year = {2012},
BdskUrl1 = {https://hcigames.com/wp-content/uploads/2015/01/Flow-in-Games-Proposing-a-Flow-Experience-Model.pdf}}
When discussing fun in games, one will ultimately have to discuss the matching of skills and challenges as proposed in Csikszentmihalyi's flow theory, an influential concept in game design. In this position paper, I want to give a brief overview of flow theory and its application in game research, as well as propose a model for further discussion that synthesizes common streams in game flow research. I hope this synthesis will be challenged and can serve as a discussion point for flow theory and player experience in games.
Full-Body Motion-Based Game Interaction for Older Adults
@inproceedings{gerling2012full,
Abstract = {Older adults in nursing homes often lead sedentary lifestyles, which reduces their life expectancy. Full-body motion-control games provide an opportunity for these adults to remain active and engaged; these games are not designed with age-related impairments in mind, which prevents the games from being leveraged to increase the activity levels of older adults. In this paper, we present two studies aimed at developing game design guidelines for full-body motion controls for older adults experiencing age-related changes and impairments. Our studies also demonstrate how full-body motion-control games can accommodate a variety of user abilities, have a positive effect on mood and, by extension, the emotional well-being of older adults. Based on our studies, we present seven guidelines for the design of full-body interaction in games. The guidelines are designed to foster safe physical activity among older adults, thereby increasing their quality of life.},
Address = {Austin, TX, United States},
Author = {K. M. Gerling, I. J. Livingston, L. E. Nacke, and R. L. Mandryk},
Booktitle = {Proceedings of sigchi 2012},
Doi = {10.1145/2207676.2208324},
Img = {http://hcigames.com/wp-content/uploads/2015/02/Full-Body-Motion-Based-Game-Interaction-for-Older-Adults.png},
Organization = {ACM},
Pages = {1873-1882},
Publisher = {ACM},
Title = {Full-Body Motion-Based Game Interaction for Older Adults},
Url = {https://hcigames.com/download/full-body-motion-based-game-interaction-for-older-adults},
Year = {2012},
BdskUrl1 = {https://hcigames.com/wp-content/uploads/2015/01/Full-Body-Motion-Based-Game-Interaction-for-Older-Adults.pdf},
BdskUrl2 = {http://dx.doi.org/10.1145/2207676.2208324}}
Older adults in nursing homes often lead sedentary lifestyles, which reduces their life expectancy. Full-body motion-control games provide an opportunity for these adults to remain active and engaged; these games are not designed with age-related impairments in mind, which prevents the games from being leveraged to increase the activity levels of older adults. In this paper, we present two studies aimed at developing game design guidelines for full-body motion controls for older adults experiencing age-related changes and impairments. Our studies also demonstrate how full-body motion-control games can accommodate a variety of user abilities, have a positive effect on mood and, by extension, the emotional well-being of older adults. Based on our studies, we present seven guidelines for the design of full-body interaction in games. The guidelines are designed to foster safe physical activity among older adults, thereby increasing their quality of life.
Game User Research
@inproceedings{seif2012game,
Abstract = {Game User Research is an emerging field that ties together Human Computer Interaction, Game Development, and Experimental Psychology, specifically investigating the interaction between players and games. The community of Game User Research has been rapidly evolving for the past few years, extending and modifying existing methodologies used by the HCI community to the environment of digital games. In this workshop, we plan to investigate the different methodologies currently in practice within the field as well as their utilities and drawbacks in measuring game design issues or gaining insight about the players' experience. The outcome of the workshop will be a collection of lessons from the trenches and commonly used techniques published in a public online forum. This will extend the discussion of topics beyond the workshop, and serve as a platform for future work. The workshop will be the first of its kind at CHI, tying together HCI research and Game User Research.},
Address = {Austin, TX, United States},
Author = {M. Seif El-Nasr, H. W. Desurvire, L. E. Nacke, A. Drachen, L. Calvi, K. Isbister, and R. Bernhaupt},
Booktitle = {Proceedings of chi ea 2012},
Doi = {10.1145/2212776.2212694},
Organization = {ACM},
Pages = {2679-2682},
Publisher = {ACM},
Title = {Game User Research},
Url = {https://hcigames.com/download/game-user-research},
Year = {2012},
BdskUrl1 = {https://hcigames.com/wp-content/uploads/2015/01/Game-User-Research.pdf},
BdskUrl2 = {http://dx.doi.org/10.1145/2212776.2212694}}
Game User Research is an emerging field that ties together Human Computer Interaction, Game Development, and Experimental Psychology, specifically investigating the interaction between players and games. The community of Game User Research has been rapidly evolving for the past few years, extending and modifying existing methodologies used by the HCI community to the environment of digital games. In this workshop, we plan to investigate the different methodologies currently in practice within the field as well as their utilities and drawbacks in measuring game design issues or gaining insight about the players' experience. The outcome of the workshop will be a collection of lessons from the trenches and commonly used techniques published in a public online forum. This will extend the discussion of topics beyond the workshop, and serve as a platform for future work. The workshop will be the first of its kind at CHI, tying together HCI research and Game User Research.
Mixed Reality Games
@inproceedings{bonsignore2012mixed,
Abstract = {Collaborative technologies increasingly permeate our everyday lives. Mixed reality games use these technologies to entertain, motivate, educate, and inspire. We understand mixed reality games as goal-directed, structured play experiences that are not fully contained by virtual or physical worlds. They transform existing technologies, relationships, and places into platforms for gameplay. While the design of mixed reality games has received increasing attention across multiple disciplines, a focus on the collaborative potential of mixed reality formats, such as augmented and alternate reality games, has been lacking. We believe the CSCW community can play an essential and unique role in examining and designing the next generation of mixed reality games and technologies that support them. To this end, we seek to bring together researchers, designers, and players to advance an integrated mixed reality games' research canon and outline key opportunities and challenges for future research and development.},
Address = {Seattle, WA, United States},
Author = {E. M. Bonsignore, D. L. Hansen, Z. O. Toups, L. E. Nacke, A. Salter, and W. Lutters},
Booktitle = {Proceedings of cscw 2012},
Doi = {10.1145/2141512.2141517},
Organization = {ACM},
Pages = {7-8},
Publisher = {ACM},
Title = {Mixed Reality Games},
Url = {https://hcigames.com/download/mixed-reality-games},
Year = {2012},
BdskUrl1 = {https://hcigames.com/wp-content/uploads/2015/01/Mixed-Reality-Games.pdf},
BdskUrl2 = {http://dx.doi.org/10.1145/2141512.2141517}}
Collaborative technologies increasingly permeate our everyday lives. Mixed reality games use these technologies to entertain, motivate, educate, and inspire. We understand mixed reality games as goal-directed, structured play experiences that are not fully contained by virtual or physical worlds. They transform existing technologies, relationships, and places into platforms for gameplay. While the design of mixed reality games has received increasing attention across multiple disciplines, a focus on the collaborative potential of mixed reality formats, such as augmented and alternate reality games, has been lacking. We believe the CSCW community can play an essential and unique role in examining and designing the next generation of mixed reality games and technologies that support them. To this end, we seek to bring together researchers, designers, and players to advance an integrated mixed reality games' research canon and outline key opportunities and challenges for future research and development.
Motion-Based Game Design for Older Adults
@article{gerling2012motion,
Abstract = {Older adults in nursing homes often lead sedentary lifestyles, which reduces their life expectancy. Full-body motion-control games provide an opportunity for these adults to remain active and engaged; but these games are not designed with age-related impairments in mind, which prevents the games from being leveraged to increase the activity levels of older adults. In this paper, we create a gardening game specifically addressing institutionalized older adults. Additionally, we present an evaluation of the game that demonstrates how full-body motion-control games can accommodate a variety of user abilities, have a positive effect on mood and, by extension, the emotional well-being of older adults, thereby increasing their quality of life.},
Address = {Montréal, QC, Canada},
Author = {K. M. Gerling, I. J. Livingston, L. E. Nacke, and R. L. Mandryk},
Img = {http://hcigames.com/wp-content/uploads/2015/02/Motion-Based-Game-Design-for-Older-Adults.png},
Journal = {Proceedings of grand 2012},
Publisher = {GRAND},
Title = {Motion-Based Game Design for Older Adults},
Url = {https://hcigames.com/download/motion-based-game-design-for-older-adults},
Year = {2012},
BdskUrl1 = {https://hcigames.com/wp-content/uploads/2015/01/Motion-Based-Game-Design-for-Older-Adults.pdf}}
Older adults in nursing homes often lead sedentary lifestyles, which reduces their life expectancy. Full-body motion-control games provide an opportunity for these adults to remain active and engaged; but these games are not designed with age-related impairments in mind, which prevents the games from being leveraged to increase the activity levels of older adults. In this paper, we create a gardening game specifically addressing institutionalized older adults. Additionally, we present an evaluation of the game that demonstrates how full-body motion-control games can accommodate a variety of user abilities, have a positive effect on mood and, by extension, the emotional well-being of older adults, thereby increasing their quality of life.
Year 2011
Back to topAccessible Games SIG
@inproceedings{lund2011accessible,
Abstract = {Video games are early adopters of emerging technologies and introduce them to the mainstream market. Increasingly work-related applications follow the lead of entertainment systems. Yet with the growing importance and complexity of 3D technologies and virtual worlds, motion and gesture interfaces, more barriers are being raised that prevent people with disabilities from using or fully enjoying them. These new gaming experiences often require more control than current assistive technologies can support, even when the architectures themselves are designed to be accessible. The Accessible Games SIG will provide an opportunity for people working in the area of accessible games and entertainment or who can bring value to the area to meet and network, and to discuss future community building activities. A goal is to stimulate more collaboration in the accessible games area. In addition to sharing current work and identifying areas of common interest, a scenario focused exercise will be held that imagines a fully accessible networked virtual world game in order to uncover opportunities for research and innovation.},
Address = {Vancouver, BC, Canada},
Author = {A. Lund, A. Perkins, S. Kurniawan, and L. E. Nacke},
Booktitle = {Proceedings of chi ea 2011},
Doi = {10.1145/1979742.1979545},
Organization = {ACM},
Pages = {883-886},
Publisher = {ACM},
Title = {Accessible Games SIG},
Url = {https://hcigames.com/download/accessible-games-sig},
Year = {2011},
BdskUrl1 = {https://hcigames.com/wp-content/uploads/2015/01/Accessible-Games-SIG.pdf},
BdskUrl2 = {http://dx.doi.org/10.1145/1979742.1979545}}
Video games are early adopters of emerging technologies and introduce them to the mainstream market. Increasingly work-related applications follow the lead of entertainment systems. Yet with the growing importance and complexity of 3D technologies and virtual worlds, motion and gesture interfaces, more barriers are being raised that prevent people with disabilities from using or fully enjoying them. These new gaming experiences often require more control than current assistive technologies can support, even when the architectures themselves are designed to be accessible. The Accessible Games SIG will provide an opportunity for people working in the area of accessible games and entertainment or who can bring value to the area to meet and network, and to discuss future community building activities. A goal is to stimulate more collaboration in the accessible games area. In addition to sharing current work and identifying areas of common interest, a scenario focused exercise will be held that imagines a fully accessible networked virtual world game in order to uncover opportunities for research and innovation.
Biofeedback Game Design: Using Direct and Indirect Physiological Control to Enhance Game Interaction
@inproceedings{Nacke2011a,
Abstract = {Prior work on physiological game interaction has focused on dynamically adapting games using physiological sensors. In this paper, we propose a classification of direct and indirect physiological sensor input to augment traditional game control. To find out which sensors work best for which game mechanics, we conducted a mixed-methods study using different sensor mappings. Our results show participants have a preference for direct physiological control in games. This has two major design implications for physiologically controlled games: (1) Direct physiological sensors should be mapped intuitively to reflect an action in the virtual world; (2) Indirect physiological input is best used as a dramatic device in games to influence features altering the game world.},
Address = {Vancouver, BC, Canada},
Author = {L. E. Nacke, M. Kalyn, C. Lough, and R. L. Mandryk},
Booktitle = {Proceedings of chi 2011},
Doi = {10.1145/1978942.1978958},
File = {::},
Img = {http://hcigames.com/wp-content/uploads/2015/02/Biofeedback-Game-Design-Using-Direct-and-Indirect-Physiological-Control-to-Enhance-Game-Interaction.png},
Keywords = {affective computing,affective gaming,biofeedback,entertainment,games,physiological input,psychophysiology},
MendeleyTags = {affective computing,affective gaming,biofeedback,entertainment,games,physiological input,psychophysiology},
Pages = {103-112},
Publisher = {ACM},
Title = {Biofeedback Game Design: Using Direct and Indirect Physiological Control to Enhance Game Interaction},
Url = {https://hcigames.com/download/biofeedback-game-design-using-direct-and-indirect-physiological-control-to-enhance-game-interaction},
Year = {2011},
BdskUrl1 = {https://hcigames.com/wp-content/uploads/2015/01/Biofeedback-Game-Design-Using-Direct-and-Indirect-Physiological-Control-to-Enhance-Game-Interaction.pdf},
BdskUrl2 = {http://dx.doi.org/10.1145/1978942.1978958}}
Prior work on physiological game interaction has focused on dynamically adapting games using physiological sensors. In this paper, we propose a classification of direct and indirect physiological sensor input to augment traditional game control. To find out which sensors work best for which game mechanics, we conducted a mixed-methods study using different sensor mappings. Our results show participants have a preference for direct physiological control in games. This has two major design implications for physiologically controlled games: (1) Direct physiological sensors should be mapped intuitively to reflect an action in the virtual world; (2) Indirect physiological input is best used as a dramatic device in games to influence features altering the game world.
Brain and Body Interfaces: Designing for Meaningful Interaction
@inproceedings{fairclough2011brain,
Abstract = {The brain and body provide a wealth of information about the physiological, cognitive and emotional state of the user. There is increased opportunity to use these data in computerised systems as forms of input control. As entry level physiological sensors become more widespread, physiological interfaces are liable to become more pervasive in our society (e.g., through mobile phones). While these signals offer new and exciting mechanisms for the control of interactive systems, the issue of whether these physiological interfaces are appropriate for application and offer the user a meaningful level of interaction remains relatively unexplored. This workshop sets out to bring together researchers working in the field of psychophysiological interaction to discuss the issue of how to design physiological interactions that are meaningful for users.},
Address = {Vancouver, BC, Canada},
Author = {S. H. Fairclough, K. Gilleade, L. E. Nacke, and R. L. Mandryk},
Booktitle = {Proceedings of chi ea 2011},
Doi = {10.1145/1979742.1979591},
Img = {http://hcigames.com/wp-content/uploads/2015/05/Brain-and-Body-Interfaces-Designing-for-Meaningful-Interaction.png},
Organization = {ACM},
Pages = {65-68},
Publisher = {ACM},
Title = {Brain and Body Interfaces: Designing for Meaningful Interaction},
Url = {https://hcigames.com/download/brain-and-body-interfaces-designing-for-meaningful-interaction},
Year = {2011},
BdskUrl1 = {https://hcigames.com/wp-content/uploads/2015/01/Brain-and-Body-Interfaces-Designing-for-Meaningful-Interaction.pdf},
BdskUrl2 = {http://dx.doi.org/10.1145/1979742.1979591}}
The brain and body provide a wealth of information about the physiological, cognitive and emotional state of the user. There is increased opportunity to use these data in computerised systems as forms of input control. As entry level physiological sensors become more widespread, physiological interfaces are liable to become more pervasive in our society (e.g., through mobile phones). While these signals offer new and exciting mechanisms for the control of interactive systems, the issue of whether these physiological interfaces are appropriate for application and offer the user a meaningful level of interaction remains relatively unexplored. This workshop sets out to bring together researchers working in the field of psychophysiological interaction to discuss the issue of how to design physiological interactions that are meaningful for users.
Calibration Games : Making Calibration Tasks Enjoyable by Adding Motivating Game Elements
@inproceedings{Flatlaetal2011,
Abstract = {Interactive systems often require calibration to ensure that input and output are optimally configured. Without calibration, user performance can degrade (e.g., if an input device is not adjusted for the user's abilities), errors can increase (e.g., if color spaces are not matched), and some interactions may not be possible (e.g., use of an eye tracker). The value of calibration is often lost, however, because many calibration processes are tedious and unenjoyable, and many users avoid them altogether. To address this problem, we propose calibration games that gather calibration data in an engaging and entertaining manner. To facilitate the creation of calibration games, we present design guidelines that map common types of calibration to core tasks, and then to well-known game mechanics. To evaluate the approach, we developed three calibration games and compared them to standard procedures. Users found the game versions significantly more enjoyable than regular calibration procedures, without compromising the quality of the data. Calibration games are a novel way to motivate users to carry out calibrations, thereby improving the performance and accuracy of many human-computer systems.},
Address = {Santa Barbara, CA, United States},
Author = {D. R. Flatla, C. Gutwin, L. E. Nacke, S. Bateman, and R. L. Mandryk},
Booktitle = {Proceedings of acm uist 2011},
Doi = {10.1145/2047196.2047248},
File = {::},
Img = {http://hcigames.com/wp-content/uploads/2015/02/Calibration-Games-Making-Calibration-Tasks-Enjoyable-by-Adding-Motivating-Game-Elements.png},
Isbn = {9781450307161},
Keywords = {calibration,computer games,game design,gamification,gaming,modeling,motivation,system},
MendeleyTags = {calibration,gamification,gaming,modeling,motivation,system},
Pages = {403-412},
Publisher = {ACM},
Title = {Calibration Games : Making Calibration Tasks Enjoyable by Adding Motivating Game Elements},
Url = {https://hcigames.com/download/calibration-games-making-calibration-tasks-enjoyable-by-adding-motivating-game-elements},
Year = {2011},
BdskUrl1 = {https://hcigames.com/wp-content/uploads/2015/01/Calibration-Games-Making-Calibration-Tasks-Enjoyable-by-Adding-Motivating-Game-Elements.pdf},
BdskUrl2 = {http://dx.doi.org/10.1145/2047196.2047248}}
Interactive systems often require calibration to ensure that input and output are optimally configured. Without calibration, user performance can degrade (e.g., if an input device is not adjusted for the user's abilities), errors can increase (e.g., if color spaces are not matched), and some interactions may not be possible (e.g., use of an eye tracker). The value of calibration is often lost, however, because many calibration processes are tedious and unenjoyable, and many users avoid them altogether. To address this problem, we propose calibration games that gather calibration data in an engaging and entertaining manner. To facilitate the creation of calibration games, we present design guidelines that map common types of calibration to core tasks, and then to well-known game mechanics. To evaluate the approach, we developed three calibration games and compared them to standard procedures. Users found the game versions significantly more enjoyable than regular calibration procedures, without compromising the quality of the data. Calibration games are a novel way to motivate users to carry out calibrations, thereby improving the performance and accuracy of many human-computer systems.
Directions in Physiological Game Evaluation and Interaction
@inproceedings{nacke2011directions,
Abstract = {Physiological sensors are becoming cheaper and more available to game players. This has led to their increased usage in game research and the game industry, where applications range from biofeedback games to design evaluation tools supporting game user researchers in creating more engaging gameplay experiences. This paper gives a brief overview of these current directions of game industry and research threads.},
Address = {Vancouver, BC, Canada},
Author = {L. E. Nacke},
Booktitle = {Proceedings of the bbi workshop at chi 2011},
Img = {http://hcigames.com/wp-content/uploads/2015/02/Directions-in-Physiological-Game-Evaluation-and-Interaction.png},
Title = {Directions in Physiological Game Evaluation and Interaction},
Url = {https://hcigames.com/download/directions-in-physiological-game-evaluation-and-interaction},
Year = {2011},
BdskUrl1 = {https://hcigames.com/wp-content/uploads/2015/01/Directions-in-Physiological-Game-Evaluation-and-Interaction.pdf}}
Physiological sensors are becoming cheaper and more available to game players. This has led to their increased usage in game research and the game industry, where applications range from biofeedback games to design evaluation tools supporting game user researchers in creating more engaging gameplay experiences. This paper gives a brief overview of these current directions of game industry and research threads.
From Game Design Elements to Gamefulness: Defining "Gamification"
@inproceedings{deterding2011game,
Abstract = {Recent years have seen a rapid proliferation of mass-market consumer software that takes inspiration from video games. Usually summarized as "gamification", this trend connects to a sizeable body of existing concepts and research in human-computer interaction and game studies, such as serious games, pervasive games, alternate reality games, or playful design. However, it is not clear how "gamification" relates to these, whether it denotes a novel phenomenon, and how to define it. Thus, in this paper we investigate "gamification" and the historical origins of the term in relation to precursors and similar concepts. It is suggested that "gamified" applications provide insight into novel, gameful phenomena complementary to playful phenomena. Based on our research, we propose a definition of "gamification" as the use of game design elements in non-game contexts.},
Address = {Tampere, Finland},
Author = {S. Deterding, D. Dixon, R. Khaled, and L. E. Nacke},
Booktitle = {Proceedings of mindtrek 2011},
Doi = {10.1145/2181037.2181040},
Img = {http://hcigames.com/wp-content/uploads/2015/05/From-Game-Design-Elements-to-Gamefulness-Defining-Gamification.png},
Organization = {ACM},
Pages = {9-15},
Publisher = {ACM},
Title = {From Game Design Elements to Gamefulness: Defining "Gamification"},
Url = {https://hcigames.com/download/from-game-design-elements-to-gamefulness-defining-%E2%80%9Cgamification%E2%80%9D},
Year = {2011},
BdskUrl1 = {https://hcigames.com/wp-content/uploads/2015/02/From-Game-Design-Elements-to-Gamefulness-Defining-Gamification.pdf},
BdskUrl2 = {http://dx.doi.org/10.1145/2181037.2181040}}
Recent years have seen a rapid proliferation of mass-market consumer software that takes inspiration from video games. Usually summarized as "gamification", this trend connects to a sizeable body of existing concepts and research in human-computer interaction and game studies, such as serious games, pervasive games, alternate reality games, or playful design. However, it is not clear how "gamification" relates to these, whether it denotes a novel phenomenon, and how to define it. Thus, in this paper we investigate "gamification" and the historical origins of the term in relation to precursors and similar concepts. It is suggested that "gamified" applications provide insight into novel, gameful phenomena complementary to playful phenomena. Based on our research, we propose a definition of "gamification" as the use of game design elements in non-game contexts.
Gamification: Toward a Definition
@article{deterding2011gamificationa,
Abstract = {This paper proposes a working definition of the term gamification as the use of game design elements in non-game contexts. This definition is related to similar concepts such as serious games, serious gaming, playful interaction, and game-based technologies.},
Address = {Vancouver, BC, Canada},
Author = {S. Deterding, R. Khaled, L. E. Nacke, and D. Dixon},
Img = {http://hcigames.com/wp-content/uploads/2015/05/Gamification-Toward-a-Definition.png},
Journal = {Proceedings of chi ea 2011},
Title = {Gamification: Toward a Definition},
Url = {https://hcigames.com/download/gamification-toward-a-definition},
Year = {2011},
BdskUrl1 = {https://hcigames.com/wp-content/uploads/2015/01/Gamification-Toward-a-Definition.pdf}}
This paper proposes a working definition of the term gamification as the use of game design elements in non-game contexts. This definition is related to similar concepts such as serious games, serious gaming, playful interaction, and game-based technologies.
Gamification: Using Game Design Elements in Non-Gaming Contexts
@inproceedings{deterding2011gamificationi,
Abstract = {"Gamification" is an informal umbrella term for the use of video game elements in non-gaming systems to improve user experience (UX) and user engagement. The recent introduction of 'gamified' applications to large audiences promises new additions to the existing rich and diverse research on the heuristics, design patterns and dynamics of games and the positive UX they provide. However, what is lacking for a next step forward is the integration of this precise diversity of research endeavors. Therefore, this workshop brings together practitioners and researchers to develop a shared understanding of existing approaches and findings around the gamification of information systems, and identify key synergies, opportunities, and questions for future research.},
Address = {Vancouver, BC, Canada},
Author = {S. Deterding, M. Sicart, L. E. Nacke, K. O'Hara, and D. Dixon},
Booktitle = {Proceedings of chi ea 2011},
Doi = {10.1145/1979742.1979575},
Organization = {ACM},
Pages = {2425-2428},
Publisher = {ACM},
Title = {Gamification: Using Game Design Elements in Non-Gaming Contexts},
Url = {https://hcigames.com/download/gamification-using-game-design-elements-in-non-gaming-contexts},
Year = {2011},
BdskUrl1 = {https://hcigames.com/wp-content/uploads/2015/01/Gamification-Using-Game-Design-Elements-in-Non-Gaming-Contexts.pdf},
BdskUrl2 = {http://dx.doi.org/10.1145/1979742.1979575}}
"Gamification" is an informal umbrella term for the use of video game elements in non-gaming systems to improve user experience (UX) and user engagement. The recent introduction of 'gamified' applications to large audiences promises new additions to the existing rich and diverse research on the heuristics, design patterns and dynamics of games and the positive UX they provide. However, what is lacking for a next step forward is the integration of this precise diversity of research endeavors. Therefore, this workshop brings together practitioners and researchers to develop a shared understanding of existing approaches and findings around the gamification of information systems, and identify key synergies, opportunities, and questions for future research.
Player Typology in Theory and Practice
@article{bateman2011player,
Abstract = {Player satisfaction modeling depends in part upon quantitative or qualitative typologies of playing preferences, although such approaches require scrutiny. Examination of psychometric typologies reveal that type theories have---except in rare cases---proven inadequate and have made way for alternative trait theories. This suggests any future player typology that will be sufficiently robust will need foundations in the form of a trait theory of playing preferences. This paper tracks the development of a sequence of player typologies developing from psychometric type theory roots towards an independently validated trait theory of play, albeit one yet to be fully developed. Statistical analysis of the results of one survey in this lineage is presented, along with a discussion of theoretical and practical ways in which the surveys and their implied typological instruments have evolved.},
Address = {Utrecht, The Netherlands},
Author = {C. Bateman, R. Lowenhaupt, and L. E. Nacke},
Journal = {Proceedings of digra 2011},
Title = {Player Typology in Theory and Practice},
Url = {https://hcigames.com/download/player-typology-in-theory-and-practice},
Year = {2011},
BdskUrl1 = {https://hcigames.com/wp-content/uploads/2015/01/Player-Typology-in-Theory-and-Practice.pdf}}
Player satisfaction modeling depends in part upon quantitative or qualitative typologies of playing preferences, although such approaches require scrutiny. Examination of psychometric typologies reveal that type theories have---except in rare cases---proven inadequate and have made way for alternative trait theories. This suggests any future player typology that will be sufficiently robust will need foundations in the form of a trait theory of playing preferences. This paper tracks the development of a sequence of player typologies developing from psychometric type theory roots towards an independently validated trait theory of play, albeit one yet to be fully developed. Statistical analysis of the results of one survey in this lineage is presented, along with a discussion of theoretical and practical ways in which the surveys and their implied typological instruments have evolved.
The Impact of Negative Game Reviews and User Comments on Player Experience
@inproceedings{livingston2011impact,
Abstract = {Game reviews and player ratings have an effect on the commercial success of games. They are used extensively by game developers to gauge the success of their titles and by potential buyers to make more informed purchase decisions. However, their potential influence on player experience remains uncertain. We investigated how game reviews and user comments influence players' affective states and experiences during game play. We found that both professional reviews and user comments (especially the negative comments) affected experience measured through game ratings, and that this effect was not mediated by changes in players' moods. Our results are important to the game industry because of the meaningful negative effect that user and critic comments can have on individual player experience and the resulting commercial success of a game.},
Address = {Vancouver, BC, Canada},
Author = {I. J. Livingston, L. E. Nacke, and R. L. Mandryk},
Booktitle = {Proceedings of acm siggraph 2011},
Doi = {10.1145/2037692.2037697},
Organization = {ACM},
Pages = {4},
Publisher = {ACM},
Title = {The Impact of Negative Game Reviews and User Comments on Player Experience},
Url = {https://hcigames.com/download/the-impact-of-negative-game-reviews-and-user-comments-on-player-experience},
Year = {2011},
BdskUrl1 = {https://hcigames.com/wp-content/uploads/2015/01/The-Impact-of-Negative-Game-Reviews-and-User-Comments-on-Player-Experience.pdf},
BdskUrl2 = {http://dx.doi.org/10.1145/2037692.2037697}}
Game reviews and player ratings have an effect on the commercial success of games. They are used extensively by game developers to gauge the success of their titles and by potential buyers to make more informed purchase decisions. However, their potential influence on player experience remains uncertain. We investigated how game reviews and user comments influence players' affective states and experiences during game play. We found that both professional reviews and user comments (especially the negative comments) affected experience measured through game ratings, and that this effect was not mediated by changes in players' moods. Our results are important to the game industry because of the meaningful negative effect that user and critic comments can have on individual player experience and the resulting commercial success of a game.
Year 2017
Back to topTesting Incremental Difficulty Design in Platformer Games
@inproceedings{Wehbe2017,
abstract = {Designing difficulty levels in platformer games is a challenge for game designers. It is important because design decisions that affect difficulty also directly affect player experience. Consequently, design strategies for balancing game difficulty are discussed by both academics and game designers. In this paper, we study how manipulating the following design decisions, commonly found in platformers, moderates difficulty: Scroll Speed, Target Size, Jump Task Complexity, and Perspective. Results for Scroll Speed and Target Size indicate that errors increase as speed increases and platform size decreases. However, results for jump task complexity demonstrate a separation of errors from task complexity. Specifically, while double-jump tasks are harder than single-jump tasks, triple-jump tasks appear to be as difficult as double-jump tasks. Additionally, the study demonstrates how changes in perspective affect the errors made by players in gameplay. The study results are applicable both to automatic level generation and dynamic difficulty adjustment in platformer games.},
address = {Denver, CO, USA},
author = {Wehbe, Rina R and Mekler, Elisa D and Schaekermann, Mike and Lank, Edward and Nacke, Lennart E},
booktitle = {Proceeding of the 2017 ACM Conference on Human Factors in Computing Systems},
doi = {http://dx.doi.org/10.1145/3025453.3025697},
pages = {5109--5113},
publisher = {ACM},
title = {{Testing Incremental Difficulty Design in Platformer Games}},
year = {2017}
}
Designing difficulty levels in platformer games is a challenge for game designers. It is important because design decisions that affect difficulty also directly affect player experience. Consequently, design strategies for balancing game difficulty are discussed by both academics and game designers. In this paper, we study how manipulating the following design decisions, commonly found in platformers, moderates difficulty: Scroll Speed, Target Size, Jump Task Complexity, and Perspective. Results for Scroll Speed and Target Size indicate that errors increase as speed increases and platform size decreases. However, results for jump task complexity demonstrate a separation of errors from task complexity. Specifically, while double-jump tasks are harder than single-jump tasks, triple-jump tasks appear to be as difficult as double-jump tasks. Additionally, the study demonstrates how changes in perspective affect the errors made by players in gameplay. The study results are applicable both to automatic level generation and dynamic difficulty adjustment in platformer games.
From Joysticks to Pokémon Go: Games and Play Research in SIGCHI
@inproceedings{Nacke2017c,
address = {Denver, CO, USA},
author = {Nacke, Lennart E and Toups, Zachary O and Johnson, Daniel},
booktitle = {Proceeding of the 2017 ACM Conference on Human Factors in Computing Systems - CHI 2017},
doi = {10.1145/3027063.3049284},
isbn = {9781450346566},
pages = {1330--1333},
publisher = {ACM},
title = {{From Joysticks to Pok{\'{e}}mon Go : Games and Play Research in SIGCHI}},
year = {2017}
}
At CHI 2016, a record number of games-related papers were accepted into the conference proceedings and the SIG meeting for games attracted almost 100 people. The games and play subcommittee remained strong at CHI 2017 and showed a variety of submissions. In addition, we see games practitioners within the SIGCHI community running workshops and taking part in the CHI conference. This SIG will continue to be an important forum for everyone doing games research at CHI. We want to engage the community in a discussion about the directions that games research at CHI should take and gather feedback about current HCI research trends for games. To expand this community, we plan to discuss current HCI and games trends, academic dissemination, community outreach, and collaborations with practitioners.
Recommender Systems for Personalized Gamification
@inproceedings{Tondello2017a,
abstract = {Gamification has been used in a variety of application domains to promote behaviour change. Nevertheless, the mechanisms behind it are still not fully understood. Recent empirical results have shown that personalized approaches can potentially achieve better results than generic approaches. However, we still lack a general framework for building personalized gameful applications. To address this gap, we present a novel general framework for personalized gameful applications using recommender systems (i.e., software tools and technologies to recommend suggestions to users that they might enjoy). This framework contributes to understanding and building effective persuasive and gameful applications by describing the different building blocks of a recommender system (users, items, and transactions) in a personalized gamification context.},
address = {Bratislava, Slovakia},
author = {Tondello, Gustavo F. and Orji, Rita and Nacke, Lennart E.},
booktitle = {Proceedings of UMAP'17 Adjunct},
doi = {10.1145/3099023.3099114},
isbn = {9781450350679},
keywords = {Gamification,Personalization,Recommender Systems},
publisher = {ACM},
title = {{Recommender Systems for Personalized Gamification}},
year = {2017}
}
Gamification has been used in a variety of application domains to promote behaviour change. Nevertheless, the mechanisms behind it are still not fully understood. Recent empirical results have shown that personalized approaches can potentially achieve better results than generic approaches. However, we still lack a general framework for building personalized gameful applications. To address this gap, we present a novel general framework for personalized gameful applications using recommender systems (i.e., software tools and technologies to recommend suggestions to users that they might enjoy). This framework contributes to understanding and building effective persuasive and gameful applications by describing the different building blocks of a recommender system (users, items, and transactions) in a personalized gamification context.
CLEVER: A Gameful Enterprise Learning System
@inproceedings{Elm2017,
abstract = {Employees often lack the motivation to share their implicit knowledge with one another and are reluctant to engage in a collaborative forum for such knowledge exchange. To address this issue, we developed a gameful learning component of an enterprise knowledge management system (KMS) to help foster this process of collaborative and participatory learning. This paper introduces CLEVER, a serious game that combines trivia and strategy elements as game elements to motivate the players into knowledge exchange. Furthermore, we describe how CLEVER uses intrinsic and extrinsic motivational affordances to engage employees into enterprise knowledge learning.},
address = {Tenerife, Spain},
author = {Elm, Dominic and Tondello, Gustavo F. and Nacke, Lennart E.},
booktitle = {1st International Workshop on Gamification and Games for Learning},
keywords = {enterprise learning,gameful design,gamification,knowledge management},
publisher = {ULL},
title = {{CLEVER : A Gameful Enterprise Learning System}},
url = {https://riull.ull.es/xmlui/handle/915/4783},
year = {2017}
}
Employees often lack the motivation to share their implicit knowledge with one another and are reluctant to engage in a collaborative forum for such knowledge exchange. To address this issue, we developed a gameful learning component of an enterprise knowledge management system (KMS) to help foster this process of collaborative and participatory learning. This paper introduces CLEVER, a serious game that combines trivia and strategy elements as game elements to motivate the players into knowledge exchange. Furthermore, we describe how CLEVER uses intrinsic and extrinsic motivational affordances to engage employees into enterprise knowledge learning.
Left Them 4 Dead: Perception of Humans versus Non-Player Character Teammates in Cooperative Gameplay
@inproceedings{Wehbe2017a,
address = {Edinburgh, UK},
author = {Wehbe, Rina R and Lank, Edward and Nacke, Lennart E},
booktitle = {Proceedings of the 2017 Conference on Designing Interactive Systems},
doi = {10.1145/3064663.3064712},
isbn = {9781450349222},
keywords = {Cooperative Games,Games User Research (GUR),Sociality,User Experience},
pages = {403--415},
publisher = {ACM},
title = {{Left Them 4 Dead : Perception of Humans versus Non-Player Character Teammates in Cooperative Gameplay}},
year = {2017}
}
Why do we care if our teammates are not human? This study seeks to uncover whether or not the perception of other players as human or artificial entities can influence player experience. We use both deception and a between-participants blind study design to reduce bias in our experiment. Our qualitative results show that people do care about the perceived nature of other players, even though they are not always able to correctly identify them as human or as non-player character teammates. Interview data suggest believing that one is playing with other humans can positively affect a player’s subjective experience. Furthermore, our qualitative results indicate that players view their non-player character teammates as humanized entities, but adopt a neo-feudalistic (i.e., an unequal rights) view of them. Based on our results, we establish game design guidelines for non-player character teammates leading to stronger, emotional human-computer relationships in video games.
Positive Gaming: Workshop on Gamification and Games for Wellbeing
@inproceedings{Tondello2017b,
abstract = {Gamification and games have been used and studied in a variety of applications related with health and wellbeing. Nevertheless, there are very few studies aimed at designing games (whether serious games or recreational games) or gameful applications for improving wellbeing or flourishing – the pursuit of a happy and meaningful life, rather than the avoidance of illness. Therefore, this full-day Workshop aims to form a community, discuss theoretical and practical considerations, and promote the development of research projects focused on “Positive Gaming” – the use of gamification and games as tools for realizing Positive Computing objectives. This will create the opportunities for interested researchers to form a common understanding, develop methods and procedures, and establish a roadmap for future research in Positive Gaming.},
address = {Amsterdam, Netherlands},
author = {Tondello, Gustavo F. and Orji, Rita and Vella, Kellie and Johnson, Daniel and van Dooren, Marierose M.M. and Nacke, Lennart E.},
booktitle = {Proceedings of the 2017 Annual Symposium on Computer-Human Interaction in Play - CHI PLAY '17 Extended Abstracts},
doi = {10.1145/3130859.3131442},
isbn = {9781450351119},
keywords = {Gameful Design,Games,Gamification,Health,Positive Computing,Positive Gaming,Wellbeing},
publisher = {ACM},
title = {{Positive Gaming : Workshop on Gamification and Games for Wellbeing}},
year = {2017}
}
Gamification and games have been used and studied in a variety of applications related with health and wellbeing. Nevertheless, there are very few studies aimed at designing games (whether serious games or recreational games) or gameful applications for improving wellbeing or flourishing – the pursuit of a happy and meaningful life, rather than the avoidance of illness. Therefore, this full-day Workshop aims to form a community, discuss theoretical and practical considerations, and promote the development of research projects focused on “Positive Gaming” – the use of gamification and games as tools for realizing Positive Computing objectives. This will create the opportunities for interested researchers to form a common understanding, develop methods and procedures, and establish a roadmap for future research in Positive Gaming.
Elements of Gameful Design Emerging from User Preferences
@inproceedings{Tondello2017c,
abstract = {Several studies have developed models to explain player preferences. These models have been developed for digital games; however, they have been frequently applied in gameful design (i.e., designing non-game applications with game elements) without empirical validation of their fit to this different context. It is not clear if users experience game elements embedded in applications similarly to how players experience them in games. Consequently, we still lack a conceptual framework of design elements built specifically for a gamification context. To fill this gap, we propose a classification of eight groups of gameful design elements produced from an exploratory factor analysis based on participants' self-reported preferences. We describe the characteristics of the users who are more likely to enjoy each group of design elements in terms of their gender, age, gamification user type, and personality traits. Our main contribution is providing an overview of which design elements work best for what demographic clusters and how we can apply this knowledge to design effective gameful systems.},
address = {Amsterdam, Netherlands},
author = {Tondello, Gustavo F. and Mora, Alberto and Nacke, Lennart E.},
booktitle = {Proceedings of the 2017 Annual Symposium on Computer-Human Interaction in Play - CHI PLAY '17},
doi = {10.1145/3116595.3116627},
isbn = {9781450348980},
keywords = {Game Design Elements,Gameful Design,Games User Research,Gamification,Types,User},
publisher = {ACM},
title = {{Elements of Gameful Design Emerging from User Preferences}},
year = {2017}
}
Several studies have developed models to explain player preferences. These models have been developed for digital games; however, they have been frequently applied in gameful design (i.e., designing non-game applications with game elements) without empirical validation of their fit to this different context. It is not clear if users experience game elements embedded in applications similarly to how players experience them in games. Consequently, we still lack a conceptual framework of design elements built specifically for a gamification context. To fill this gap, we propose a classification of eight groups of gameful design elements produced from an exploratory factor analysis based on participants’ self-reported preferences. We describe the characteristics of the users who are more likely to enjoy each group of design elements in terms of their gender, age, gamification user type, and personality traits. Our main contribution is providing an overview of which design elements work best for what demographic clusters and how we can apply this knowledge to design effective gameful systems.
A Framework and Taxonomy of Videogame Playing Preferences
@inproceedings{Tondello2017d,
abstract = {Player preferences for different gaming styles or game elements has been a topic of interest in human-computer interaction for over a decade. However, current models suggested by the extant literature are generally based on classifying abstract gaming motivations or player archetypes. These concepts do not directly map onto the building blocks of games, taking away from the utility of the findings. To address this issue, we propose a conceptual framework of player preferences based on two dimensions: game elements and game playing styles. To investigate these two concepts, we conducted an exploratory empirical investigation of player preferences, which allowed us to create a taxonomy of nine groups of game elements and five groups of game playing styles. These two concepts are foundational to games, which means that our model can be used by designers to create games that are tailored to their target audience. In addition, we demonstrate that there are significant effects of gender and age on participants' preferences and discuss the implications of these findings.},
address = {Amsterdam, Netherlands},
author = {Tondello, Gustavo F. and Wehbe, Rina R. and Orji, Rita and Ribeiro, Giovanni and Nacke, Lennart E.},
booktitle = {Proceedings of the 2017 Annual Symposium on Computer-Human Interaction in Play - CHI PLAY '17},
doi = {10.1145/3116595.3116629},
isbn = {9781450348980},
keywords = {Game Elements,Games User Research,Player Types},
publisher = {ACM},
title = {{A Framework and Taxonomy of Videogame Playing Preferences}},
year = {2017}
}
Player preferences for different gaming styles or game elements has been a topic of interest in human-computer interaction for over a decade. However, current models suggested by the extant literature are generally based on classifying abstract gaming motivations or player archetypes. These concepts do not directly map onto the building blocks of games, taking away from the utility of the findings. To address this issue, we propose a conceptual framework of player preferences based on two dimensions: game elements and game playing styles. To investigate these two concepts, we conducted an exploratory empirical investigation of player preferences, which allowed us to create a taxonomy of nine groups of game elements and five groups of game playing styles. These two concepts are foundational to games, which means that our model can be used by designers to create games that are tailored to their target audience. In addition, we demonstrate that there are significant effects of gender and age on participants’ preferences and discuss the implications of these findings.
Curiously Motivated: Profiling Curiosity with Self-Reports and Behaviour Metrics in the Game “Destiny”
@inproceedings{Schaekermann2017,
abstract = {Identifying player motivations such as curiosity could help game designers analyze player profiles and substantially improve game design. However, research on player profiling focuses on generalized personality traits, not specific aspects of motivation. This study examines how player behaviour indicates constructs of curiosity-related motivation. It contributes a more discriminating operationalization of game-related curiosity. We derive a curiosity measure from established self-report survey methodologies relating to social capital, behavioural activation, obsessive/harmonious passion, and BrainHex player types. We present the results of a cross-sectional study with data from 1,745 players of Destiny—a popular shared-world first-person shooter (FPS) game. Behaviour metrics were paired with four curiosity factors: ‘social' curiosity, ‘sensory/cognitive' curiosity, ‘novelty-seeking' curiosity, and ‘explorative' curiosity. Our findings provide key insights into the relationships between players curiosity and their in-game behaviour. We infer curiosity-related motivational profiles from behaviour metrics, and discuss how this may impact game design and player-computer interaction.},
author = {Schaekermann, Mike and Ribeiro, Giovanni and Wallner, Guenter and Kriglstein, Simone and Johnson, Daniel and Drachen, Anders and Sifa, Rafet and Nacke, Lennart E},
booktitle = {The ACM SIGCHI Annual Symposium on Computer-Human Interaction in Play (CHI PLAY 2017)},
doi = {10.1145/3116595.3116603},
isbn = {9781450348980},
mendeley-groups = {HCI Games Group Publications},
publisher = {ACM},
title = {{Curiously Motivated: Profiling Curiosity with Self-Reports and Behaviour Metrics in the Game "Destiny"}},
year = {2017}
}
Identifying player motivations such as curiosity could help game designers analyze player profiles and substantially improve game design. However, research on player profiling focuses on generalized personality traits, not specific aspects of motivation. This study examines how player behaviour indicates constructs of curiosity-related motivation. It contributes a more discriminating operationalization of game-related curiosity. We derive a curiosity measure from established self-report survey methodologies relating to social capital, behavioural activation, obsessive/harmonious passion, and BrainHex player types. We present the results of a cross-sectional study with data from 1,745 players of Destiny—a popular shared-world first-person shooter (FPS) game. Behaviour metrics were paired with four curiosity factors: ‘social’ curiosity, ‘sensory/cognitive’ curiosity, ‘novelty-seeking’ curiosity, and ‘explorative’ curiosity. Our findings provide key insights into the relationships between players curiosity and their in-game behaviour. We infer curiosity-related motivational profiles from behaviour metrics, and discuss how this may impact game design and player-computer interaction.
Gamification through the Application of Motivational Affordances for Physical Activity Technology
@inproceedings{Kappen2017a,
abstract = {Motivational affordances are attributes of interactive technologies or game elements that promote participation in physical activity (PA) routines. Although these affordances have been previously integrated into technologies in non-tailored approaches, the motivations of adults for PA are specific (e.g., to improve one's health, wellness, or fitness). There are no previous comparisons of either the motivation to participate in PA or motivational affordances that facili-tate PA in different age groups. Therefore, we conducted an online survey with 150 participants using the Exercise Motivations Inventory-2 scale (EMI-2) together with long-form questions to explore motivational affordances and PA technology preferences in four age groups. Our results suggest health-related pressures are significant motivations for PA in different age groups. Additionally, a content analysis of preferences allowed us to distinguish between gamified motivational affordances and feedback elements. These results provide age-group-specific gamification design guidelines for incorporating motivational elements in PA technology.},
author = {Kappen, Dennis L and Mirza-Babaei, Pejman and Nacke, Lennart E.},
booktitle = {The ACM SIGCHI Annual Symposium on Computer-Human Interaction in Play (CHI PLAY 2017)},
doi = {10.1145/3116595.3116604},
keywords = {Motivational affordances,gamification,motivation,physical activity,user experience design},
publisher = {ACM},
title = {{Gamification through the Application of Motivational Affordances for Physical Activity Technology}},
year = {2017}
}
Motivational affordances are attributes of interactive technologies or game elements that promote participation in physical activity (PA) routines. Although these affordances have been previously integrated into technologies in non-tailored approaches, the motivations of adults for PA are specific (e.g., to improve one’s health, wellness, or fitness). There are no previous comparisons of either the motivation to participate in PA or motivational affordances that facili-tate PA in different age groups. Therefore, we conducted an online survey with 150 participants using the Exercise Motivations Inventory-2 scale (EMI-2) together with long-form questions to explore motivational affordances and PA technology preferences in four age groups. Our results suggest health-related pressures are significant motivations for PA in different age groups. Additionally, a content analysis of preferences allowed us to distinguish between gamified motivational affordances and feedback elements. These results provide age-group-specific gamification design guidelines for incorporating motivational elements in PA technology.
Exploring the Potential of Game Audio for Wellbeing
@inproceedings{Rogers2017,
abstract = {Music listening has long-standing ties to mental health, positive affective states, and wellbeing. Even outside of clinical contexts, music is increasingly being explored as a costeffective, ubiquitous way to support emotion regulation and stress reduction in people's everyday lives. Games have also been shown to have the capability to improve player well-being in certain contexts. However, the role of players' exposure to background music in games toward leveraging this effect has not been explored specifically. We explore the potential of games to act as a tool for relaxation and stress reduction for the general public and discuss future research directions.},
address = {Amsterdam, Netherlands},
author = {Rogers, Katja and Nacke, Lennart E.},
booktitle = {Positive Gaming: Workshop on Gamification and Games for Wellbeing},
title = {{Exploring the Potential of Game Audio for Wellbeing}},
year = {2017}
}
Music listening has long-standing ties to mental health, positive affective states, and wellbeing. Even outside of clinical contexts, music is increasingly being explored as a costeffective, ubiquitous way to support emotion regulation and stress reduction in people’s everyday lives. Games have also been shown to have the capability to improve player well-being in certain contexts. However, the role of players’ exposure to background music in games toward leveraging this effect has not been explored specifically. We explore the potential of games to act as a tool for relaxation and stress reduction for the general public and discuss future research directions.
Using technology to boost employee wellbeing? How gamification can help or hinder results
@inproceedings{Pogrebtsova2017,
abstract = {Research can help improve the lives of employees by revealing ways in which technology can be leveraged to progress innovative, time and cost-effective ways to promote their wellbeing. However, even with the trends of building “positive organizations” and promoting employees' wellbeing using the latest technologies in today's best companies worldwide, there has been a lack of rigorous research to provide solid evidence for these decisions. In this review, we present a call for future research to integrate and test technologically facilitated positive psychology interventions with gamification elements to better understand how to minimize harm and promote user benefits. We review the current online positive psychology intervention research, which we argue provides a critical guide for the development of future wellbeing technology. We also explore how gamification shows promise for promoting the benefits of positive psychology interventions (e.g., user enjoyment, autonomous motivation), as well as areas where gamification can pose a threat to wellbeing. There may be a fine line between harmful and helpful wellbeing solutions in our connected and technologically driven world of work; research now needs to uncover where to draw that line.},
address = {Amsterdam, Netherlands},
author = {Pogrebtsova, Ekaterina and Tondello, Gustavo F. and Premsukh, Hardy and Nacke, Lennart E.},
booktitle = {Positive Gaming: Workshop on Gamification and Games for Wellbeing},
keywords = {Wellbeing,gamification,positive organizations,positive psychology},
title = {{Using technology to boost employee wellbeing ? How gamification can help or hinder results}},
year = {2017}
}
Research can help improve the lives of employees by revealing ways in which technology can be leveraged to progress innovative, time and cost-effective ways to promote their wellbeing. However, even with the trends of building “positive organizations” and promoting employees’ wellbeing using the latest technologies in today’s best companies worldwide, there has been a lack of rigorous research to provide solid evidence for these decisions. In this review, we present a call for future research to integrate and test technologically facilitated positive psychology interventions with gamification elements to better understand how to minimize harm and promote user benefits. We review the current online positive psychology intervention research, which we argue provides a critical guide for the development of future wellbeing technology. We also explore how gamification shows promise for promoting the benefits of positive psychology interventions (e.g., user enjoyment, autonomous motivation), as well as areas where gamification can pose a threat to wellbeing. There may be a fine line between harmful and helpful wellbeing solutions in our connected and technologically driven world of work; research now needs to uncover where to draw that line.
Year 2018
Back to topA Theory of Gamification Principles Through Goal-Setting Theory
@inproceedings{Tondello2018a,
abstract = {Goal-setting theory has been used for decades to explain how to motivate people to perform better in work-related tasks, but more recently gamification has also gained attention as an alternative method to increase engagement and performance in many contexts. However, despite goals and feedback being common elements of gameful implementations, there is a lack of literature explaining how gamification works through the lens of goal-setting theory or suggesting how goal-setting concepts and recommendations can be employed to improve gameful systems. Therefore, we present a literature review and a conceptual framework that establishes a relationship between goal-setting and gamification concepts. Next, we describe how this framework can help explain gamification principles and suggest potential improvements to current gameful design methods. Finally, we propose directions for future empirical research aimed to apply this conceptual framework in practice.},
author = {Tondello, Gustavo F. and Premsukh, Hardy and Nacke, Lennart E.},
booktitle = {Proceedings of the 51st Hawaii International Conference on System Sciences (HICSS)},
publisher = {IEEE},
title = {{A Theory of Gamification Principles Through Goal-Setting Theory}},
year = {2018}
}
Goal-setting theory has been used for decades to explain how to motivate people to perform better in work-related tasks, but more recently gamification has also gained attention as an alternative method to increase engagement and performance in many contexts. However, despite goals and feedback being common elements of gameful implementations, there is a lack of literature explaining how gamification works through the lens of goal-setting theory or suggesting how goal-setting concepts and recommendations can be employed to improve gameful systems. Therefore, we present a literature review and a conceptual framework that establishes a relationship between goal-setting and gamification concepts. Next, we describe how this framework can help explain gamification principles and suggest potential improvements to current gameful design methods. Finally, we propose directions for future empirical research aimed to apply this conceptual framework in practice.
Gamification of Older Adults’ Physical Activity: An Eight-Week Study
@inproceedings{Kappen2018a,
abstract = {Designing fitness programs to combat a sedentary lifestyle and foster older adults' motivation and goalsetting is not yet well-understood beyond point-based systems. To improve older adults' (over 50 years) health and wellness, we studied a gamified physical activity intervention over eight weeks in an experiment (N=30) with three conditions (gamified, non-gamified, control). Our qualitative analysis showed the gamified group exhibited more engagement and interest in performing physical activity facilitated by technology. Results from our quantitative analysis indicated significance in the perceived competence dimension compared to the nongamified and the control group. Perceived autonomy was significant for the non-gamified group against the control group. The findings from qualitative and quantitative analysis show motivation, enjoyment, and engagement were higher in the gamified group. This provides support for successfully facilitating older adults' physical activity through gamified technology, which helped us create guidelines for older adults' adaptive engagement.},
author = {Kappen, Dennis L and Mirza-Babaei, Pejman and Nacke, Lennart E.},
booktitle = {Proceedings of the 51st Annual Hawaii International Conference on System Sciences (HICSS)},
publisher = {IEEE},
title = {{Gamification of Older Adults ' Physical Activity : An Eight-Week Study}},
year = {2018}
}
Designing fitness programs to combat a sedentary lifestyle and foster older adults’ motivation and goalsetting is not yet well-understood beyond point-based systems. To improve older adults’ (over 50 years) health and wellness, we studied a gamified physical activity intervention over eight weeks in an experiment (N=30) with three conditions (gamified, non-gamified, control). Our qualitative analysis showed the gamified group exhibited more engagement and interest in performing physical activity facilitated by technology. Results from our quantitative analysis indicated significance in the perceived competence dimension compared to the nongamified and the control group. Perceived autonomy was significant for the non-gamified group against the control group. The findings from qualitative and quantitative analysis show motivation, enjoyment, and engagement were higher in the gamified group. This provides support for successfully facilitating older adults’ physical activity through gamified technology, which helped us create guidelines for older adults’ adaptive engagement.
Personalizing Persuasive Strategies in Gameful Systems to Gamification User Types
@inproceedings{Orji2018a,
author = {Orji, Rita and Tondello, Gustavo F and Nacke, Lennart E},
booktitle = {Proceedings of the SIGCHI Conference on Human Factors in Computing Systems - CHI '18},
doi = {doi.org/10.1145/3173574.3174009},
publisher = {ACM},
keywords = {Hexad,Persuasive strategies,behaviour change,gameful design,gamification,personalization,risky health behavior},
title = {{Personalizing Persuasive Strategies in Gameful Systems to Gamification User Types}},
year = {2018}
}
Persuasive gameful systems are effective tools for motivating behaviour change. Research has shown that tailoring these systems to individuals can increase their efficacy; however, there is little knowledge on how to personalize them. We conducted a large-scale study of 543 participants to investigate how different gamification user types responded to ten persuasive strategies depicted in storyboards representing persuasive gameful health systems. Our results reveal that people’s gamification user types play significant roles in the perceived persuasiveness of different strategies. People scoring high in the ‘player’ user type tend to be motivated by competition, comparison, cooperation, and reward while ‘disruptors’ are likely to be demotivated by punishment, goal-setting, simulation, and self-monitoring. ‘Socialisers’ could be motivated using any of the strategies; they are the most responsive to persuasion overall. Finally, we contribute to CHI research and practice by offering design guidelines for tailoring persuasive gameful systems to each gamification user type.
Vanishing Importance: Studying Immersive Effects of Game Audio Perception on Player Experiences in Virtual Reality
@inproceedings{Rogers2018a,
author = {Rogers, Katja and Ribeiro, Giovanni and Wehbe, Rina and Weber, Michael and Nacke, Lennart E},
booktitle = {Proceedings of the SIGCHI Conference on Human Factors in Computing Systems - CHI '18},
doi = {10.1145/3173574.3173902},
publisher = {ACM},
title = {{Vanishing Importance : Studying Immersive Effects of Game Audio Perception on Player Experiences in Virtual Reality}},
year = {2018}
}
Sound and virtual reality (VR) are two important output modalities for creating an immersive player experience (PX). While prior research suggests that sounds might contribute to a more immersive experience in games played on screens and mobile displays, there is not yet evidence of these effects of sound on PX in VR. To address this, we conducted a within-subjects experiment using a commercial horror-adventure game to study the effects of a VR and monitor-display version of the same game on PX. Subsequently, we explored, in a between-subjects study, the effects of audio dimensionality on PX in VR. Results indicate that audio has a more implicit influence on PX in VR because of the impact of the overall sensory experience and that audio dimensionality in VR may not be a significant factor contributing to PX. Based on our findings and observations, we provide five design guidelines for VR games.
KickAR: Exploring Game Balancing Through Boosts and Handicaps in Augmented Reality Table Football
@inproceedings{Rogers2018b,
author = {Rogers, Katja and Colley, Mark and Lehr, David and Frommel, Julian and Walch, Marcel and Nacke, Lennart E and Weber, Michael},
booktitle = {Proceedings of the SIGCHI Conference on Human Factors in Computing Systems - CHI '18},
doi = {10.1145/3173574.3173740},
publisher = {ACM},
title = {{KickAR : Exploring Game Balancing Through Boosts and Handicaps in Augmented Reality Table Football}},
year = {2018}
}
When player skill levels are not matched, games provide an unsatisfying player experience. Player balancing is used across many digital game genres to address this, but has not been studied for co-located augmented reality (AR) tabletop games, where using boosts and handicaps can adjust for different player skill levels. In the setting of an AR table football game, we studied the importance of game balancing being triggered by the game system or the players, and whether player skill should be required to trigger game balancing. We implemented projected icons to prominently display game balancing mechanics in the AR table football game. In a within-subjects study (N=24), we found players prefer skill-based control over game balancing and that different triggers are perceived as having different fairness. Further, the study showed that even game balancing that is perceived as unfair can provide enjoyable game experiences. Based on our findings, we provide suggestions for player balancing in AR tabletop games.
Investigating the Impact of Annotation Interfaces on Player Performance in Distributed Multiplayer Games
@inproceedings{Alharthi2018a,
author = {Alharthi, Sultan A. and Torres, Ruth C. and Khalaf, Ahmed S. and Toups, Zachary O. and Dolgov, Igor and Nacke, Lennart E.},
booktitle = {Proceedings of the SIGCHI Conference on Human Factors in Computing Systems - CHI '18},
doi = {10.1145/3173574.3173888},
publisher = {ACM},
title = {{Investigating the Impact of Annotation Interfaces on Player Performance and Collaborative Planning in Games}},
year = {2018}
}
In distributed multiplayer games, it can be difficult to communicate strategic information for planning game moves and player interactions. Often, players spend extra time communicating, reducing their engagement in the game. Visual annotations in game maps and in the gameworld can address this problem and result in more efficient player communication. We studied the impact of real-time feedback on planning annotations, specifically two different annotation types, in a custom-built, third-person, multiplayer game and analyzed their effects on player performance, experience, workload, and annotation use. We found that annotations helped engage players in collaborative planning, which reduced frustration, and shortened goal completion times. Based on these findings, we discuss how annotating in virtual game spaces enables collaborative planning and improves team performance.
Effect of personalized gameful design on student engagement
@inproceedings{Mora2018,
abstract = {Many recent studies of gamification applied to higher education have demonstrated a wide range of positive results. However, most of them fail to consider any personalization factor for the student experience, despite recent studies having shown that gameful systems may be more engaging when they are personalized to each user. Therefore, the goal of this work is to investigate if gameful learning experiences can better motivate and engage students if they are personalized. In this way, we present the design and analysis of a personalized gameful learning experience within a Computer Network Design course. The general purpose of this study is to determine whether a personalized gameful learning experience affects both the students' behavioral and emotional engagement. The results of a descriptive analysis reveal that personalization works better than generic approaches in all items regarding the behavioral and emotional engagement of the students, being a promising standpoint to further investigate in subsequent studies.},
author = {Mora, Alberto and Tondello, Gustavo F and Nacke, Lennart E and Arnedo-Moreno, Joan},
booktitle = {Proceedings of the IEEE Global Engineering Education Conference - EDUCON 2018},
keywords = {Hexad,gameful design,gamification,learning,personalization,preferences},
mendeley-groups = {HCI Games Group Publications},
publisher = {IEEE},
title = {{Effect of personalized gameful design on student engagement}},
year = {2018}
}
Many recent studies of gamification applied to higher education have demonstrated a wide range of positive results. However, most of them fail to consider any personalization factor for the student experience, despite recent studies having shown that gameful systems may be more engaging when they are personalized to each user. Therefore, the goal of this work is to investigate if gameful learning experiences can better motivate and engage students if they are personalized. In this way, we present the design and analysis of a personalized gameful learning experience within a Computer Network Design course. The general purpose of this study is to determine whether a personalized gameful learning experience affects both the students’ behavioral and emotional engagement. The results of a descriptive analysis reveal that personalization works better than generic approaches in all items regarding the behavioral and emotional engagement of the students, being a promising standpoint to further investigate in subsequent studies.
Gamification: Tools and Techniques for Motivating Users
@inproceedings{Tondello2018b,
abstract = {This course introduces participants to concepts of gamification and practices some gamification evaluation with a set of heuristics used to evaluated gameful applications and gameful design. We will introduce participants to some of the common gameful intervention strategies to add game design elements that can be used to motivate users and then train participants with our set of 28 gamification heuristics for rapid evaluation of gameful systems. The course is structured into three 80-minute units, which will give the participants enough time to learn how to gamify activities, apply new heuristics and improve their gameful designs. The course instructors, Gustavo Tondello and Lennart Nacke, have both developed the gameful design heuristics and taught a successful gamification course at CHI 2017 before.},
address = {Montr{\'{e}}al, QC, Canada},
author = {Tondello, Gustavo F and Nacke, Lennart E},
booktitle = {Extended Abstracts of the 2018 CHI Conference on Human Factors in Computing Systems - CHI EA 2018},
doi = {10.1145/3170427.3170662},
isbn = {9781450356213},
pages = {C25},
publisher = {ACM},
title = {{Gamification : Tools and Techniques for Motivating Users}},
year = {2018}
}
This course introduces participants to concepts of gamification and practices some gamification evaluation with a set of heuristics used to evaluated gameful applications and gameful design. We will introduce participants to some of the common gameful intervention strategies to add game design elements that can be used to motivate users and then train participants with our set of 28 gamification heuristics for rapid evaluation of gameful systems. The course is structured into three 80-minute units, which will give the participants enough time to learn how to gamify activities, apply new heuristics and improve their gameful designs. The course instructors, Gustavo Tondello and Lennart Nacke, have both developed the gameful design heuristics and taught a successful gamification course at CHI 2017 before.
Towards Customizing Gameful Systems by Gameful Design Elements
@inproceedings{Tondello2018c,
abstract = {Recently, several researchers have suggested that personalized game-ful systems can be more effective than generic approaches. However, there is still scarce empirical evidence that the suggested factors for personalization, such as gender, age, user types, and personality traits, will be effective in im-proving user engagement and performance for personalized gameful systems. In this work-in-progress, we present a research plan for empirical evaluation of a customizable gameful system. Upon completion of this study, we expect to pro-vide empirical evidence that the participants' selection of gameful design ele-ments in a practical application will correspond to the theorized relationships suggested by prior survey-based research, and that the system can suggest the gameful design elements that users are more likely to enjoy. The results of this research will provide an actionable path for gamification designers to imple-ment personalized gameful systems and for researchers to develop recommen-dation algorithms for gamification.},
address = {Waterloo, ON, Canada},
author = {Tondello, Gustavo F and Nacke, Lennart E},
booktitle = {International Workshop on Personalizing in Persuasive Technologies (PPT'18)},
keywords = {customization,gameful design,gamification,personalization},
publisher = {CEUR-WS.org},
title = {{Towards Customizing Gameful Systems by Gameful Design Elements}},
url = {http://ceur-ws.org/Vol-2089/11{\_}Tondello.pdf},
year = {2018}
}
Recently, several researchers have suggested that personalized game-ful systems can be more effective than generic approaches. However, there is still scarce empirical evidence that the suggested factors for personalization, such as gender, age, user types, and personality traits, will be effective in im-proving user engagement and performance for personalized gameful systems. In this work-in-progress, we present a research plan for empirical evaluation of a customizable gameful system. Upon completion of this study, we expect to pro-vide empirical evidence that the participants’ selection of gameful design ele-ments in a practical application will correspond to the theorized relationships suggested by prior survey-based research, and that the system can suggest the gameful design elements that users are more likely to enjoy. The results of this research will provide an actionable path for gamification designers to imple-ment personalized gameful systems and for researchers to develop recommen-dation algorithms for gamification.
Exploring the Role of Non-Player Characters and Gender in Player Identification
@inproceedings{Rogers2018c,
abstract = {Non-player characters (NPCs) are important for immersion, but how their character design affects player experience has received little attention in previous games research. Related work suggests that NPCs support player identification, which in turn impacts player enjoyment and immersion, but this has not been explored empirically. In a betweensubjects study, we explored effects of NPC design on player experience. In particular, we investigated how biological sex of NPCs and player gender affect identification and NPC interaction. Our results provide first empirical support for NPC design supporting player identification, reveal gender differences in the identification process, and uncover new research questions regarding mediators of the identification process.},
author = {Rogers, Katja and Aufheimer, Maria and Weber, Michael and Nacke, Lennart E.},
booktitle = {Proceedings of the 2018 Annual Symposium on Computer-Human Interaction in Play - CHI PLAY '18 Extended Abstracts},
doi = {10.1145/3270316.3273041},
isbn = {9781450359689},
keywords = {Non-player characters,gender,player identification},
pages = {271--283},
publisher = {ACM},
title = {{Exploring the Role of Non-Player Characters and Gender in Player Identification}},
year = {2018}
}
Non-player characters (NPCs) are important for immersion, but how their character design affects player experience has received little attention in previous games research. Related work suggests that NPCs support player identification, which in turn impacts player enjoyment and immersion, but this has not been explored empirically. In a betweensubjects study, we explored effects of NPC design on player experience. In particular, we investigated how biological sex of NPCs and player gender affect identification and NPC interaction. Our results provide first empirical support for NPC design supporting player identification, reveal gender differences in the identification process, and uncover new research questions regarding mediators of the identification process.
Towards the Visual Design of Non-Player Characters for Narrative Roles
@inproceedings{Rogers2018d,
abstract = {Non-player characters (NPCs) serve important functions for game narratives and influence player immersion. However, the visual design of NPCs for specific narrative roles is often approached by relying on designers' previous experience or guesswork. We contribute to the understanding of player perception of narrative NPC roles in games, by proposing a methodological approach towards the visual design of NPCs to fit specific narrative roles. We demonstrate this approach through the visual design of characters for the three narrative roles of mentor, companion, and enemy. The results of an online survey (n=45) indicate trait expectations towards these narrative roles, and differences therein based on participant gender. Further, the characters were generally perceived as the targeted role based on visual design alone. This method of designing characters for narrative roles is beneficial to both game designers and researchers for further exploring effects of NPCs on player experience.},
address = {Toronto, ON, Canada},
author = {Rogers, Katja and Aufheimer, Maria and Weber, Michael and Nacke, Lennart E.},
booktitle = {Proceedings of Graphics Interfaces 2018},
doi = {10.20380/GI2018.21},
isbn = {9780994786821},
issn = {07135424},
keywords = {Gender,Narrative roles,Non-player characters,Player experience,Trait expectations,Visual design},
pages = {154--161},
title = {{Towards the visual design of non-player characters for narrative roles}},
year = {2018}
}
Non-player characters (NPCs) serve important functions for game narratives and influence player immersion. However, the visual design of NPCs for specific narrative roles is often approached by relying on designers’ previous experience or guesswork. We contribute to the understanding of player perception of narrative NPC roles in games, by proposing a methodological approach towards the visual design of NPCs to fit specific narrative roles. We demonstrate this approach through the visual design of characters for the three narrative roles of mentor, companion, and enemy. The results of an online survey (n=45) indicate trait expectations towards these narrative roles, and differences therein based on participant gender. Further, the characters were generally perceived as the targeted role based on visual design alone. This method of designing characters for narrative roles is beneficial to both game designers and researchers for further exploring effects of NPCs on player experience.
Practical Insights into the Design of Future Disaster Response Training Simulations
@inproceedings{Alharthi2018b,
abstract = {A primary component of disaster response is training. These educational exercises provide responders with the knowledge and skills needed to be prepared when disasters happen. However, traditional training methods, such as high-fidelity simulations (e.g., real-life drills) and classroom courses, may fall short of providing effective and cost-efficient training that is needed for today's challenges. Advances in technology open a wide range of opportunities for training using computer-mediated simulations and exercises. These exercises include the use of mixed reality games and wearable computers. Existing studies report on the usefulness of these technologies for training purposes. This review paper synthesizes prior research and development of disaster response simulations and identifies challenges, opportunities, and lessons learned. Through this review, we provide researchers and designers with an overview of current practices in designing training simulations and contribute practical insights into the design of future disaster response training.},
author = {Alharthi, Sultan A and LaLone, Nick and Khalaf, Ahmed S and Torres, Ruth and Nacke, Lennart and Dolgov, Igor and Toups, Zachary O},
booktitle = {15th International Conference on Information Systems for Crisis Response and Management (ISCRAM 2018)},
isbn = {9780692127605},
issn = {24113387},
keywords = {Training Disaster Response Mixed Reality Simulation},
title = {{Practical Insights into the Design of Future Disaster Response Training Simulations}},
year = {2018}
}
A primary component of disaster response is training. These educational exercises provide responders with the knowledge and skills needed to be prepared when disasters happen. However, traditional training methods, such as high-fidelity simulations (e.g., real-life drills) and classroom courses, may fall short of providing effective and cost-efficient training that is needed for today’s challenges. Advances in technology open a wide range of opportunities for training using computer-mediated simulations and exercises. These exercises include the use of mixed reality games and wearable computers. Existing studies report on the usefulness of these technologies for training purposes. This review paper synthesizes prior research and development of disaster response simulations and identifies challenges, opportunities, and lessons learned. Through this review, we provide researchers and designers with an overview of current practices in designing training simulations and contribute practical insights into the design of future disaster response training.
Year 2019
Back to topGameful Design Heuristics: A Gamification Inspection Tool
@inproceedings{Tondello2019a,
author = {Tondello, Gustavo F. and Kappen, Dennis L. and Ganaba, Marim and Nacke, Lennart E.},
booktitle = {{Human-Computer Interaction. Perspectives on Design. Proceedings of HCI International 2019. LNCS 11566}},
publisher = {Springer},
title = {{Gameful Design Heuristics: A Gamification Inspection Tool}},
year = {2019},
doi = {10.1007/978-3-030-22646-6_16}
}
Despite the emergence of many gameful design methodologies in the literature, there is a lack of methods to evaluate the resulting designs. Gameful design techniques aim to increase the user’s motivation to interact with a software, but there are presently no accepted guidelines on how to find out if this goal was achieved during the design phase of a project. This paper presents the Gameful Design Heuristics, a novel set of guidelines that facilitate a heuristic evaluation of gameful software, with a focus on the software’s potential to afford intrinsic and extrinsic motivation for the user. First, we reviewed several gameful design methods to identify the most frequently employed dimensions of motivational affordances. Then, we devised a set of 28 gamification heuristics that can be used to rapidly evaluate a gameful system. Finally, we conducted a summative empirical evaluation study with five user experience professionals, which demonstrated that our heuristics can help the evaluators find more motivational issues in interactive systems than they would without the heuristics. The suggested method fulfills the need for evaluation tools specific to gameful design, which could help evaluators assess the potential user experience of a gameful application in the early phases of a project.
“I don't fit into a single type”: A Trait Model and Scale of Game Playing Preferences
@inproceedings{Tondello2019b,
author = {Tondello, Gustavo F. and Arrambide, Karina and Ribeiro, Giovanni and Cen, Andrew and Nacke, Lennart E.},
booktitle = {Proceedings of INTERACT 2019, LNCS 11747},
publisher = {Springer},
title = {{“I don't fit into a single type”: A Trait Model and Scale of Game Playing Preferences}},
year = {2019},
doi = {10.1007/978-3-030-29384-0_23}
}
Player typology models classify different player motivations and behaviours. These models are necessary to design personalized games or to target specific audiences. However, many models lack validation and standard measurement instruments. Additionally, they rely on type theories, which split players into separate categories. Yet, personality research has lately favoured trait theories, which recognize that people's preferences are composed of a sum of different characteristics. Given these shortcomings of existing models, we developed a player traits model built on a detailed review and synthesis of the extant literature, which introduces five player traits: aesthetic orientation, narrative orientation, goal orientation, social orientation, and challenge orientation. Furthermore, we created and validated a 25-item measurement scale for the five player traits. This scale outputs a player profile, which describes participants' preferences for different game elements and game playing styles. Finally, we demonstrate that this is the first validated player preferences model and how it serves as an actionable tool for personalized game design.
The quest for a better tailoring of gameful design: An analysis of player type preferences
@inproceedings{Mora2019,
abstract = {Gameful systems are often developed using "one size fits all" approaches. However, it would be better to tailor the experience according to each participant's personal preferences. On that regard, player types and game design elements are the main personalization dimensions that have been studied in the literature, even though such studies often lack empirical validation, employing very small or local samples. This paper presents the results of an exploratory study that further investigates user types and preferences for different game design elements. Results show the relationships between gender and age among and between player types as well as how different game design elements influence the participants.},
author = {Mora, Alberto and Tondello, Gustavo F. and Calvet, Laura and Gonz{\'{a}}lez, Carina and Arnedo-Moreno, Joan and Nacke, Lennart E.},
booktitle = {Proceedings of the XX International Conference on Human Computer Interaction - Interacci{\'{o}}n '19},
publisher = {ACM},
title = {{The quest for a better tailoring of gameful design: An analysis of player type preferences}},
year = {2019},
doi = {10.1145/3335595.3335625}
}
Gameful systems are often developed using "one size fits all" approaches. However, it would be better to tailor the experience according to each participant’s personal preferences. On that regard, player types and game design elements are the main personalization dimensions that have been studied in the literature, even though such studies often lack empirical validation, employing very small or local samples. This paper presents the results of an exploratory study that further investigates user types and preferences for different game design elements. Results show the relationships between gender and age among and between player types as well as how different game design elements influence the participants.
Biologically-Inspired Gameplay: Movement Algorithms for Artificially Intelligent (AI) Non-Player Characters (NPC)
@inproceedings{Wehbe:2019:10.20380/GI2019.28,
author = {Wehbe, Rina and Riberio, Giovanni and Fung, Kin and Nacke, Lennart and Lank, Edward},
title = {Biologically-Inspired Gameplay: Movement Algorithms for Artificially Intelligent (AI) Non-Player Characters (NPC)},
booktitle = {Proceedings of Graphics Interface 2019},
series = {GI 2019},
year = {2019},
issn = {0713-5424},
isbn = {978-0-9947868-4-5},
location = {Kingston, Ontario},
numpages = {9},
doi = {10.20380/GI2019.28},
publisher = {Canadian Information Processing Society},
keywords = {Games User Research (GUR), Biological Algorithms, Non-player Characters (NPCs), Artifical Intelligence (AI), Movement in Games},
}
In computer games, designers frequently leverage biologicallyinspired movement algorithms such as flocking, particle swarm optimization, and firefly algorithms to give players the perception of intelligent behaviour of groups of enemy non-player characters (NPCs). While extensive effort has been expended designing these algorithms, a comparison between biologically inspired algorithms and naive directional algorithms (travel towards the opponent) has yet to be completed. In this paper, we compare the biological algorithms listed above against a naive control algorithm to assess the effect that these algorithms have on various measures of player experience. The results reveal that the Swarming algorithm, followed closely by Flocking, provide the best gaming experience. However, players noted that the firefly algorithm was most salient. An understanding of the strengths of different behavioural algorithms for NPCs will contribute to the design of algorithms that depict more intelligent crowd behaviour in gaming and computer simulations.
Crushed it!: Interactive Floor Demonstration
@inproceedings{Wehbe:2019:CIF:3290607.3313279,
author = {Wehbe, Rina R. and Bornemann, Kai and Hatscher, Benjamin and Tu, Joseph and Cormier, Lisa F. and Hansen, Christian and Lank, Edward and Nacke, Lennart E.},
title = {Crushed It!: Interactive Floor Demonstration},
booktitle = {Extended Abstracts of the 2019 CHI Conference on Human Factors in Computing Systems},
series = {CHI EA '19},
year = {2019},
isbn = {978-1-4503-5971-9},
location = {Glasgow, Scotland Uk},
pages = {INT014:1--INT014:4},
articleno = {INT014},
numpages = {4},
url = {http://doi.acm.org/10.1145/3290607.3313279},
doi = {10.1145/3290607.3313279},
acmid = {3313279},
publisher = {ACM},
address = {New York, NY, USA},
keywords = {collaboration, exergames, gaming, human-centered computing, interaction techniques, interactive floor},
}
We introduce Crushed It!, an interactive game on a sensor floor. This floor is combined with a multiple projector system to reduce occlusions from players' interactions with the floor. Individual displays, an HTC Vive to track player position, and smart watches were added to provide an extra layer of interactivity. We created this interactive experience to explore collaboration between people when interacting with large displays. We contribute a novel combination of different technologies for this game system and our studies showed this game is both entertaining and provides players with motivation to stay physically active. We believe presenting at interactivity would be a benefit to both our research and to the attendees of CHI 2019.
User Experience (UX) Research in Games
@inproceedings{Nacke:2019:UER:3290607.3298826,
author = {Nacke, Lennart E. and Mirza-Babaei, Pejman and Drachen, Anders},
title = {User Experience (UX) Research in Games},
booktitle = {Extended Abstracts of the 2019 CHI Conference on Human Factors in Computing Systems},
series = {CHI EA '19},
year = {2019},
isbn = {978-1-4503-5971-9},
location = {Glasgow, Scotland Uk},
pages = {C25:1--C25:4},
articleno = {C25},
numpages = {4},
url = {http://doi.acm.org/10.1145/3290607.3298826},
doi = {10.1145/3290607.3298826},
acmid = {3298826},
publisher = {ACM},
address = {New York, NY, USA},
keywords = {evaluation, game analytics, game usability, games user research, playtesting, user experience, user testing},
}
This course will allow participants to understand the complexities of games user research methods for user experience research in games. For this, we have put together three-course sessions at CHI (80 minutes each) on applications of different user research methods in games evaluation and playtesting exercises to help participants turn player feedback into actionable design recommendations. This course consists of three interactive face-to-face units during CHI 2019.
The Impact of Using a Gamified Interface on Engagement in a Warehousing Management Task: A NeuroIS Research Proposal
@inproceedings{10.1007/978-3-030-01087-4_23,
author="Passalacqua, Mario
and L{\'e}ger, Pierre-Majorique
and S{\'e}n{\'e}cal, Sylvain
and Fredette, Marc
and Nacke, Lennart E.
and Lin, Xinli
and Grande, Karine
and Robitaille, Nicolas
and Ziemer, Liza
and Caprioli, Tony",
editor="Davis, Fred D.
and Riedl, Ren{\'e}
and vom Brocke, Jan
and L{\'e}ger, Pierre-Majorique
and Randolph, Adriane B.",
title="The Impact of Using a Gamified Interface on Engagement in a Warehousing Management Task: A NeuroIS Research Proposal",
booktitle="Information Systems and Neuroscience",
year="2019",
publisher="Springer International Publishing",
address="Cham",
pages="187--194",
abstract="Engagement, or rather lack thereof has become a major issue because of its negative impact on productivity. Recently, gamification has successfully been implemented into corporate technological interfaces to increase engagement of employees. This paper proposes a theory-driven experiment that examines the impact a gamified interface has on engagement and performance of workers in a warehouse-management task. Specifically, the experiment proposed in this paper compares how the integration of two different types of goal-setting (self-set goals or assigned goals) into a warehouse-employee interface will affect engagement and performance.",
isbn="978-3-030-01087-4"
}
Engagement, or rather lack thereof has become a major issue because of its negative impact on productivity. Recently, gamification has successfully been implemented into corporate technological interfaces to increase engagement of employees. This paper proposes a theory-driven experiment that examines the impact a gamified interface has on engagement and performance of workers in a warehouse-management task. Specifically, the experiment proposed in this paper compares how the integration of two different types of goal-setting (self-set goals or assigned goals) into a warehouse-employee interface will affect engagement and performance.
Year 2018
Back to topToward Understanding the Effects of Cognitive Styles on Collaboration in Multiplayer Games
@inproceedings{Alharthi:2018:TUE:3272973.3274047,
author = {Alharthi, Sultan A. and Raptis, George E. and Katsini, Christina and Dolgov, Igor and Nacke, Lennart E. and Toups, Zachary O.},
title = {Toward Understanding the Effects of Cognitive Styles on Collaboration in Multiplayer Games},
booktitle = {Companion of the 2018 ACM Conference on Computer Supported Cooperative Work and Social Computing},
series = {CSCW '18},
year = {2018},
isbn = {978-1-4503-6018-0},
location = {Jersey City, NJ, USA},
pages = {169--172},
numpages = {4},
url = {http://doi.acm.org/10.1145/3272973.3274047},
doi = {10.1145/3272973.3274047},
acmid = {3274047},
publisher = {ACM},
address = {New York, NY, USA},
keywords = {cognitive styles, collaboration, multiplayer games, planning, team formation, teams, user study},
}
In multiplayer games, players need to coordinate action to succeed. This paper investigates the effect of cognitive styles on performance of dyads engaged in collaborative gaming activities. 24 individuals took part in a mixed methods user-study; they were classified as field dependent (FD) or independent (FI) based on a cognitive style elicitation instrument. Three groups of teams were formed, based on the cognitive style of each team member: FD-FD, FD-FI, FI-FI. We examined performance in terms of game completion time, cognitive load, and player experience. The analysis revealed that FD-FI cognitive style had an effect on the performance and the mental load. We expect the findings to provide useful insight for practitioners and researchers on improving team collaboration in different contexts, such as learning, eSports, and disaster response.
Games User Research Methods
@inproceedings{Mirza-Babaei:2018:GUR:3270316.3271548,
author = {Mirza-Babaei, Pejman and Nacke, Lennart and Drachen, Anders},
title = {Games User Research Methods},
booktitle = {Proceedings of the 2018 Annual Symposium on Computer-Human Interaction in Play Companion Extended Abstracts},
series = {CHI PLAY '18 Extended Abstracts},
year = {2018},
isbn = {978-1-4503-5968-9},
location = {Melbourne, VIC, Australia},
pages = {1--4},
numpages = {4},
url = {http://doi.acm.org/10.1145/3270316.3271548},
doi = {10.1145/3270316.3271548},
acmid = {3271548},
publisher = {ACM},
address = {New York, NY, USA},
keywords = {evaluation, game analytics, game usability, games user research, playtesting, user experience, user testing},
}
This hybrid course will allow participants to understand the complexities of games user research methods. For this we have put together 4 sessions (2 hours each, 8 hours total) of content on applications on different user research methods in games evaluation to help participants turn player feedback into actionable design recommendations. The course is designed as a hybrid course with 2 sessions to be delivered online before CHI PLAY 2018, one interactive face-to-face session will be delivered during CHI PLAY 2018 and one final session to be delivered online shortly after CHI PLAY 2018. The course is designed from an applied user experience (UX) research perspective and should allow for participants unfamiliar with user testing and basic user research skills. The course material is based on the Games User Research book [1] and will be delivered by the book's editors.
How to Write CHI Papers: Second Edition
@inproceedings{Nacke:2018:WCP:3170427.3170653,
author = {Nacke, Lennart E.},
title = {How to Write CHI Papers: Second Edition},
booktitle = {Extended Abstracts of the 2018 CHI Conference on Human Factors in Computing Systems},
series = {CHI EA '18},
year = {2018},
isbn = {978-1-4503-5621-3},
location = {Montreal QC, Canada},
pages = {C05:1--C05:4},
articleno = {C05},
numpages = {4},
url = {http://doi.acm.org/10.1145/3170427.3170653},
doi = {10.1145/3170427.3170653},
acmid = {3170653},
publisher = {ACM},
address = {New York, NY, USA},
keywords = {clarity, research methods, reviewing, style, writing},
}
Everything that we do as researchers is based on what we write. Especially for graduate students and young researchers, it is hard to turn a research project into a successful CHI publication. This struggle continues for postdocs and young professors trying to provide excellent reviews for the CHI community that pinpoint flaws and improvements in research papers. This second edition of the successful CHI paper writing course provides hands-on advice on how to write papers with clarity, substance, and style. It is structured into three 80-minute units with a focus on writing and reviewing respectively.
Games and Play SIG: Engaging Small Developer Communities
@inproceedings{Nacke:2018:GPS:3170427.3185360,
author = {Nacke, Lennart E. and Mirza-Babaei, Pejman and Spiel, Katta and Toups, Zachary O. and Isbister, Katherine},
title = {Games and Play SIG: Engaging Small Developer Communities},
booktitle = {Extended Abstracts of the 2018 CHI Conference on Human Factors in Computing Systems},
series = {CHI EA '18},
year = {2018},
isbn = {978-1-4503-5621-3},
location = {Montreal QC, Canada},
pages = {SIG11:1--SIG11:4},
articleno = {SIG11},
numpages = {4},
url = {http://doi.acm.org/10.1145/3170427.3185360},
doi = {10.1145/3170427.3185360},
acmid = {3185360},
publisher = {ACM},
address = {New York, NY, USA},
keywords = {chi play, entertainment, games, gamification, hci, play, playful experience, video games},
}
The Games-and-Play community has thrived at ACM SIGCHI with a consistent increase in games- and play-related submissions across research papers, workshops, posters, demos, and competitions. The community has attracted a significant number of academic researchers, students, and practitioners to CHI conferences in recent years. CHI 2018 is being held in Montréal, a major game development hub. Montréal is not only a home for major game studios but also more than 100 smaller game studios. In line with the "Engage With CHI" spirit of CHI 2018, this SIG aims to engage the Games and Play community in a discussion about the directions that we can take to advance towards demographics that will benefit from HCI games research but are currently underrepresented: small, independent developers, non-profit organizations, and academics that create mobile games, games for health, games for change, and/or educational games.
Information Visualisation, Gamification and Immersive Technologies in Participatory Planning
@inproceedings{Christodoulou:2018:IVG:3170427.3185363,
author = {Christodoulou, Nektarios and Papallas, Andreas and Kostic, Zona and Nacke, Lennart E.},
title = {Information Visualisation, Gamification and Immersive Technologies in Participatory Planning},
booktitle = {Extended Abstracts of the 2018 CHI Conference on Human Factors in Computing Systems},
series = {CHI EA '18},
year = {2018},
isbn = {978-1-4503-5621-3},
location = {Montreal QC, Canada},
pages = {SIG12:1--SIG12:4},
articleno = {SIG12},
numpages = {4},
url = {http://doi.acm.org/10.1145/3170427.3185363},
doi = {10.1145/3170427.3185363},
acmid = {3185363},
publisher = {ACM},
address = {New York, NY, USA},
keywords = {augmented reality, gamification, immersive technologies, information visualization, participatory planning, public participation, urban planning},
}
Public participation in the decision-making processes that shape the urban environments we inhabit is an imperative aspect of a democratic society. Recent developments in the fields of Information Visualization, Gamification and Immersive Technologies (AR/VR/MR) offer novel opportunities for civic engagement in the planning process that remain largely unexplored. This SIG aims to identify ways in which these technologies can be used to tackle the public participation challenges identified by the European Commission, the UN Habitat and the World Bank and experienced by citizens across the world. The overarching goal of this SIG is to define methods and processes where technology can facilitate public participation in the planning process for the inclusive and democratic development of our cities. The overarching goal of this SIG is to bring together an interdisciplinary group of practitioners, academics and policy makers from the CHI communities (Design, User Experience, HCI for Development (HCI4D), Sustainability and Games & Entertainment) and beyond, to discuss innovative ways to increase the transparency, accountability and democratic legitimacy of this innately political process.
Year 2017
Back to topGazeTap: towards hands-free interaction in the operating room
@inproceedings{Hatscher:2017:GTH:3136755.3136759,
author = {Hatscher, Benjamin and Luz, Maria and Nacke, Lennart E. and Elkmann, Norbert and M\"{u}ller, Veit and Hansen, Christian},
title = {GazeTap: Towards Hands-free Interaction in the Operating Room},
booktitle = {Proceedings of the 19th ACM International Conference on Multimodal Interaction},
series = {ICMI '17},
year = {2017},
isbn = {978-1-4503-5543-8},
location = {Glasgow, UK},
pages = {243--251},
numpages = {9},
url = {http://doi.acm.org/10.1145/3136755.3136759},
doi = {10.1145/3136755.3136759},
acmid = {3136759},
publisher = {ACM},
address = {New York, NY, USA},
keywords = {HCI in the operating room, Input techniques, eye tracking, foot input, gaze input, gaze-foot interaction, multimodal interaction},
}
During minimally-invasive interventions, physicians need to interact with medical image data, which cannot be done while the hands are occupied. To address this challenge, we propose two interaction techniques which use gaze and foot as input modalities for hands-free interaction. To investigate the feasibility of these techniques, we created a setup consisting of a mobile eye-tracking device, a tactile floor, two laptops, and the large screen of an angiography suite. We conducted a user study to evaluate how to navigate medical images without the need for hand interaction. Both multimodal approaches, as well as a foot-only interaction technique, were compared regarding task completion time and subjective workload. The results revealed comparable performance of all methods. Selection is accomplished faster via gaze than with a foot only approach, but gaze and foot easily interfere when used at the same time. This paper contributes to HCI by providing techniques and evaluation results for combined gaze and foot interaction when standing. Our method may enable more effective computer interactions in the operating room, resulting in a more beneficial use of medical information.
The Adoption of Physiological Measures as an Evaluation Tool in UX
@inproceedings{10.1007/978-3-319-58481-2_8,
author="Georges, Vanessa
and Courtemanche, Fran{\c{c}}ois
and S{\'e}n{\'e}cal, Sylvain
and L{\'e}ger, Pierre-Majorique
and Nacke, Lennart
and Pourchon, Romain",
editor="Nah, Fiona Fui-Hoon
and Tan, Chuan-Hoo",
title="The Adoption of Physiological Measures as an Evaluation Tool in UX",
booktitle="HCI in Business, Government and Organizations. Interacting with Information Systems",
year="2017",
publisher="Springer International Publishing",
address="Cham",
pages="90--98",
abstract="One of the challenges associated with the use of physiological signals as an evaluation tool in measuring user experience (UX) is their reduced usefulness when they are not specifically associated with user behavior. To address this challenge, we have developed a new evaluation tool which contextualizes users' physiological and behavioral signals while interacting with a system. We have conducted interviews with 11 UX practitioners, from various industries, to evaluate the usefulness of our tool. Through these interviews we gained a better understanding of the challenges facing industry practitioners when using physiological measures and assessed the functionalities provided by our tool.",
isbn="978-3-319-
58481-2"
}
One of the challenges associated with the use of physiological signals as an evaluation tool in measuring user experience (UX) is their reduced usefulness when they are not specifically associated with user behavior. To address this challenge, we have developed a new evaluation tool which contextualizes users’ physiological and behavioral signals while interacting with a system. We have conducted interviews with 11 UX practitioners, from various industries, to evaluate the usefulness of our tool. Through these interviews we gained a better understanding of the challenges facing industry practitioners when using physiological measures and assessed the functionalities provided by our tool.
Year 2019
Back to topHow to Write CHI Papers (Third Edition)
@inproceedings{Nacke:2019:WCP:3290607.3298817,
author = {Nacke, Lennart E.},
title = {How to Write CHI Papers (Third Edition)},
booktitle = {Extended Abstracts of the 2019 CHI Conference on Human Factors in Computing Systems},
series = {CHI EA '19},
year = {2019},
isbn = {978-1-4503-5971-9},
location = {Glasgow, Scotland Uk},
pages = {C05:1--C05:4},
articleno = {C05},
numpages = {4},
url = {http://doi.acm.org/10.1145/3290607.3298817},
doi = {10.1145/3290607.3298817},
acmid = {3298817},
publisher = {ACM},
address = {New York, NY, USA},
keywords = {clarity, research methods, reviewing, style, writing},
}
We base everything that we do as researchers on what we write. Primarily for graduate students and young researchers, it is hard to turn a research project into a successful CHI publication. This struggle continues for postdocs and young professors trying to author excellent reviews for the CHI community that pinpoint flaws and improvements in research papers. This third edition of the successful CHI paper writing course offers hands-on advice and more in-depth tutorials on how to write papers with clarity, substance, and style. It is structured into three 80-minute units with a focus on writing CHI papers.
Motivational Affordances for Older Adults’ Physical Activity Technology: An Expert Evaluation
@inproceedings{Kappen2019b,
abstract = {Gamification has become popular as a behavior change strategy to increase the motivation and engagement of users in a health and wellness applications. Motivational affordances or gamification elements can help to foster intrinsic or extrinsic motivation for an activity as mundane as achieving fitness and wellness goals. Research indicates that there are many motivations among older adults for playing digital games and exergames to encourage physical activity (PA). However, very few specific gamification elements (motivational affordances) have been defined for technology artifacts pertinent to older adults' physical activity (PA). We designed Spirit50, a gamified PA technology app and conducted an expert evaluation using long form questionnaires and the Heuristics Evaluation for Gameful Design instrument. Content analysis and comparisons of expert ratings of the heuristics provided specific insights into motivational affordances for older adults' PA technology.},
author = {Kappen, Dennis L and Mirza-Babaei, Pejman and Nacke, Lennart E},
booktitle = {Human-Computer Interaction. Perspectives on Design. Proceedings of HCI International 2019. LNCS 11566},
publisher = {Springer},
title = {{Motivational Affordances for Older Adults' Physical Activity Technology: An Expert Evaluation}},
year = {2019}
}
Gamification has become popular as a behavior change strategy to increase the motivation and engagement of users in a health and wellness applications. Motivational affordances or gamification elements can help to foster intrinsic or extrinsic motivation for an activity as mundane as achieving fitness and wellness goals. Research indicates that there are many motivations among older adults for playing digital games and exergames to encourage physical activity (PA). However, very few specific gamification elements (motivational affordances) have been defined for technology artifacts pertinent to older adults’ physical activity (PA). We designed Spirit50, a gamified PA technology app and conducted an expert evaluation using long form questionnaires and the Heuristics Evaluation for Gameful Design instrument. Content analysis and comparisons of expert ratings of the heuristics provided specific insights into motivational affordances for older adults’ PA technology.
Player Characteristics and Video Game Preferences
@inproceedings{Tondello2019c,
abstract = {The Games User Research literature has advanced considerably on understanding why people play games and what different types of games or mechanics they prefer. However, what has been less studied is how models of player preferences explain their game choices. In this study, we address this question by combining and analyzing two datasets (N = 188 and N = 332) containing data about the games that participants enjoy, their player trait scores, and their preferred game elements and playing styles. The results provide evidence that these scores can significantly explain participants' preferences for different games. Additionally, we provide information about the characteristics of players who enjoy each game.},
address = {Barcelona, Spain},
author = {Tondello, Gustavo F. and Nacke, Lennart E.},
booktitle = {Proceedings of the 2019 Annual Symposium on Computer-Human Interaction in Play - CHI PLAY '19},
doi = {10.1145/3311350.3347185},
isbn = {9781450366885},
keywords = {game elements,games user research,personalization,player preferences,player traits,video games},
publisher = {ACM},
title = {{Player Characteristics and Video Game Preferences}},
year = {2019}
}
The Games User Research literature has advanced considerably on understanding why people play games and what different types of games or mechanics they prefer. However, what has been less studied is how models of player preferences explain their game choices. In this study, we address this question by combining and analyzing two datasets (N = 188 and N = 332) containing data about the games that participants enjoy, their player trait scores, and their preferred game elements and playing styles. The results provide evidence that these scores can significantly explain participants’ preferences for different games. Additionally, we provide information about the characteristics of players who enjoy each game.
A Pilot Study of a Digital Skill Tree in Gameful Education
@inproceedings{Tondello2019d,
abstract = {Gameful digital applications have been adopted in higher education to help increase student engagement and improve learning. However, many studies have only evaluated educational applications that combine some common game design elements—such as points, leaderboards, or levels. Consequently, we still lack studies exploring different ways of designing gameful learning experiences. Therefore, we introduce the design and implementation of a digital system employing a skill tree to mediate instructor feedback and assignment grading in a university course, Additionally, we present the results of a pilot evaluation with 16 students in which we summarized the positive and negative aspects of the experience to derive lessons learned for the use of digital skill trees in similar contexts. Finally, we suggest topics for further investigation.},
address = {Barcelona, Spain},
author = {Tondello, Gustavo F. and Nacke, Lennart E.},
booktitle = {Proceedings of the 3rd International Symposium on Gamification and Games for Learning - GamiLearn '19},
title = {{A Pilot Study of a Digital Skill Tree in Gameful Education}},
year = {2019},
url = {http://ceur-ws.org/Vol-2497/paper15.pdf}
}
Gameful digital applications have been adopted in higher education to help increase student engagement and improve learning. However, many studies have only evaluated educational applications that combine some common game design elements—such as points, leaderboards, or levels. Consequently, we still lack studies exploring different ways of designing gameful learning experiences. Therefore, we introduce the design and implementation of a digital system employing a skill tree to mediate instructor feedback and assignment grading in a university course, Additionally, we present the results of a pilot evaluation with 16 students in which we summarized the positive and negative aspects of the experience to derive lessons learned for the use of digital skill trees in similar contexts. Finally, we suggest topics for further investigation.
Year 2020
Back to topHexArcade: Predicting Hexad User Types By Using Gameful Applications
@inproceedings{Altmeyer2020,
author = {Altmeyer, Maximilian and Tondello, Gustavo F. and Kr{\"{u}}ger, Antonio and Nacke, Lennart E.},
booktitle = {Proceedings of the the Annual Symposium on Computer-Human Interaction in Play (CHI PLAY 2020)},
doi = {10.1145/3410404.3414232},
isbn = {9781450380744},
keywords = {Gamification,Hexad,Personalization,Prediction},
title = {{HexArcade: Predicting Hexad User Types By Using Gameful Applications}},
year = {2020}
}
Personalization is essential for gameful systems. Past research showed that the Hexad user types model is particularly suitable for personalizing user experiences. The validated Hexad user types questionnaire is an effective tool for scientific purposes. However, it is less suitable in practice for personalizing gameful applications, because filling out a questionnaire potentially affects a person’s gameful experience and immersion within an interactive system negatively. Furthermore, studies investigating correlations between Hexad user types and preferences for gamification elements were survey-based (i.e., not based on user behaviour). In this paper, we improve upon both these aspects. In a user study (N=147), we show that gameful applications can be used to predict Hexad user types and that the interaction behaviour with gamification elements corresponds to a users’ Hexad type. Ultimately, participants perceived our gameful applications as more enjoyable and immersive than filling out the Hexad questionnaire.
Older Adults’ Motivation for Physical Activity Using Gamified Technology: An Eight-Week Experimental Study
@inproceedings{kappen2020older,
title={Older Adults’ Motivation for Physical Activity Using Gamified Technology: An Eight-Week Experimental Study},
author={Kappen, Dennis L and Mirza-Babaei, Pejman and Nacke, Lennart E},
booktitle={International Conference on Human-Computer Interaction},
pages={292--309},
year={2020},
organization={Springer}
}
While gamification strategy has been used in many areas such as marketing, education, health and wellness, only a few projects have investigated the relevance of longer study durations. There are limited number of long-term studies in the usage of gamification elements to facilitate motivation and engagement of users in a physical activity (PA) setting, especially for the older adult demographic. We conducted a synchronous, three-condition (gamified, non-gamified and control), eight-week, experimental study which randomized 30 participants in the 50+ age group. Results from quantitative analysis indicated that the addition of motivational affordances increased engagement of participants. Perceived competence, perceived autonomy was significant for the gamified group against the non gamified (traditional PA monitor – pedometer) and control group. Results from the quantitative analysis rejects the null hypothesis that there was no change between the groups as measured by motivation, enjoyment and engagement. Furthermore, the results also support our hypotheses that enjoyment and engagement was less in groups with pedometers (non-gamified PA monitors) than in the group with gamification elements. Results highlight the possibility of adaptive engagement where gamification elements can be customized to participants for the 50+ age group to foster engagement tailored to suit their current health conditions and prevalent barriers to participate in PA.
Food Literacy while Shopping: Motivating Informed Food Purchasing Behaviour with a Situated Gameful App
@inproceedings{bomfim2020food,
title={Food Literacy while Shopping: Motivating Informed Food Purchasing Behaviour with a Situated Gameful App},
author={Bomfim, Marcela CC and Kirkpatrick, Sharon I and Nacke, Lennart E and Wallace, James R},
booktitle={Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems},
pages={1--13}, year={2020}
}
Establishing healthy eating patterns early in life is critical and has implications for lifelong health. Situated interventions are a promising approach to improve eating patterns. However, HCI research has emphasized calorie control and weight loss, potentially leading consumers to prioritize caloric intake over healthy eating patterns. To support healthy eating more holistically, we designed a gameful app called Pirate Bri's Grocery Adventure (PBGA) that seeks to improve food literacy—meaning the interconnected combination of food-related knowledge, skills, and behaviours that empower an individual to make informed food choices— through a situated approach to grocery shopping. Findings from our three-week field study revealed that PBGA was effective for improving players' nutrition knowledge and motivation for healthier food choices and reducing their impulse purchases. Our findings highlight that nutrition apps should promote planning and shopping based on balance, variety, and moderation.
Keep Calm and Ride Along: Passenger Comfort and Anxiety as Physiological Responses to Autonomous Driving Styles
@inproceedings{dillen2020keep,
title={Keep Calm and Ride Along: Passenger Comfort and Anxiety as Physiological Responses to Autonomous Driving Styles},
author={Dillen, Nicole and Ilievski, Marko and Law, Edith and Nacke, Lennart E and Czarnecki, Krzysztof and Schneider, Oliver},
booktitle={Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems},
pages={1--13},
year={2020}
}
Autonomous vehicles have been rapidly progressing towards full autonomy using fixed driving styles, which may differ from individual passenger preferences. Violating these preferences may lead to passenger discomfort or anxiety. We studied passenger responses to different driving style parameters in a physical autonomous vehicle. We collected galvanic skin response, heart rate, and eye-movement patterns from 20 participants, along with self-reported comfort and anxiety scores. Our results show that the presence and proximity of a lead vehicle not only raised the level of all measured physiological responses, but also exaggerated the existing effect of the longitudinal acceleration and jerk parameters. Skin response was also found to be a significant predictor of passenger comfort and anxiety. By using multiple independent events to isolate different driving style parameters, we demonstrate a method to control and analyze such parameters in future studies.
Year 2019
Back to topCross-Car, Multiplayer Games for Semi-Autonomous Driving
@inproceedings{lakier2019cross,
title={Cross-Car, Multiplayer Games for Semi-Autonomous Driving},
author={Lakier, Matthew and Nacke, Lennart E and Igarashi, Takeo and Vogel, Daniel},
booktitle={Proceedings of the Annual Symposium on Computer-Human Interaction in Play},
pages={467--480},
year={2019}
}
We investigate and characterize a design space for in-car games based on a survey of previous work, and identify an opportunity for "cross-car" multiplayer games played among occupants in nearby cars. This is supported by innovations in automotive technology like autonomous driving, full-window heads-up displays, and ad hoc communication between vehicles. In a custom virtual reality driving simulator, we created three games to illustrate design dimensions: Killerball, a competitive free-for-all game; Billiards, a player versus player, massively multiplayer online game with player assists; and Decoration, an idle-style game with multiplayer resource management. A 12-participant evaluation with a semi-structured interview revealed a positive response to input controls and HUDs, and suggests game genres have a similar effect on time for an emergency driving takeover task. We used insights from our process and evaluation to formulate design considerations for future cross-car games.
" It Started as a Joke" On the Design of Idle Game
@inproceedings{spiel2019started,
title={" It Started as a Joke" On the Design of Idle Games},
author={Spiel, Katta and Alharthi, Sultan A and Cen, Andrew Jian-lan and Hammer, Jessica and Nacke, Lennart E and Toups, Z O and Tanenbaum, Tess},
booktitle={Proceedings of the Annual Symposium on Computer-Human Interaction in Play},
pages={495--508},
year={2019}
}
With idle games, active withdrawal from the game comprises an essential part of gameplay as players wait for the game state to change over time. This mode of interaction is paradigmatic for the change of roles technologies have in our lives. However, the design elements of idle games are less well understood, particularly from the perspectives of developers. We interviewed six designers of six different popular idle games and inquired into their individual approaches. Via thematic analysis, we refine and expand on existing definitions of idle games as a genre, shed light on ethically charged practices of care in their design, and identify shared core characteristics between the games and processes. We then generate intermediate-level knowledge on the design of idle games. Our work contributes designers' perspectives on idle games and their design to a growing body of literature on the genre.
Year 2017
Back to topDefining Gamification Video
@inproceedings{stocco2017defining,
title={Defining Gamification Video},
author={Stocco, Melissa and Ganaba, Mariam and Tondello, Gustavo F and Nacke, Lennart E},
booktitle={Proceedings of the 2017 CHI Conference Extended Abstracts on Human Factors in Computing Systems},
pages={472--472},
year={2017}
}
Gamification is an emerging field that has developed and become popularized in recent years. Since the field of gamification is relatively new, there has been debate and confusion over the definition of the term and its use. This showcase seeks to inform researchers, designers, as well as the public about gamification, its application, and its relevance to current landscape of technology and innovation. Gamification is primarily used to improve users' motivations and engagement with non-game tasks.
Year 2016
Back to topDesign and preliminary validation of the player experience inventory
@inproceedings{vanden2016design,
title={Design and preliminary validation of the player experience inventory},
author={Vanden Abeele, Vero and Nacke, Lennart E and Mekler, Elisa D and Johnson, Daniel},
booktitle={Proceedings of the 2016 Annual Symposium on Computer-Human Interaction in Play Companion Extended Abstracts},
pages={335--341},
year={2016}
}
We present the design and preliminary results of the validation of the Player Experience Inventory (PXI). Based on the input of 64 experts in the field of player-computer interaction, we designed and refined this new scale. Our scale is based on the MDA framework (and on Means-End theory, underlying MDA). The PXI incorporates two subscales, one with dimensions at the functional level (i.e., dynamics) and one at the psycho-social level (i.e., aesthetics). The initial results, via principal factor analysis, suggest the scale can be used accurately to evaluate player experience. This work is our first step towards presenting a new, validated survey instrument for player experience evaluation.
Year 2015
Back to topGamifying Research: Strategies, Opportunities, Challenges, Ethics
@inproceedings{deterding2015gamifying,
title={Gamifying research: Strategies, opportunities, challenges, ethics},
author={Deterding, Sebastian and Canossa, Alessandro and Harteveld, Casper and Cooper, Seth and Nacke, Lennart E and Whitson, Jennifer R},
booktitle={Proceedings of the 33rd annual acm conference extended abstracts on human factors in computing systems},
pages={2421--2424},
year={2015}
}
Actionable Inexpensive Games User Research.
@inproceedings{nacke2015actionable,
title={Actionable inexpensive games user research},
author={Nacke, Lennart E and Engels, Steve and Mirza-Babaei, Pejman},
booktitle={Proceedings of the 33rd Annual ACM Conference Extended Abstracts on Human Factors in Computing Systems},
pages={2461--2462},
year={2015}
}
This course will allow people to understand the intricacies of rapid games user research methods. For this we will weave together playtesting exercises and help participants turn player feedback into actionable design recommendations. The course is designed from a user experience (UX) perspective and should allow for people unfamiliar with rapid iteration and user testing to playtesting and basic user research skills.
Year 2020
Back to topThe Potential Disconnect between Time Perception and Immersion: Effects of Music on VR Player Experience
@inproceedings{10.1145/3410404.3414246,
author = {Rogers, Katja and Milo, Maximilian and Weber, Michael and Nacke, Lennart E.},
title = {The Potential Disconnect between Time Perception and Immersion: Effects of Music on VR Player Experience},
year = {2020},
isbn = {9781450380744},
publisher = {Association for Computing Machinery},
address = {New York, NY, USA},
url = {https://doi.org/10.1145/3410404.3414246},
doi = {10.1145/3410404.3414246},
abstract = {How much music contributes to player experience (PX) in virtual reality (VR) games remains unclear in the games user research literature. A core factor of PX in VR games that has not been studied before (in relation to audio or otherwise) is time perception. Thus, we provide the first empirical exploration of how music affects time perception in a VR game. In a user study (N=64), we investigated the effects of music on PX and time perception (operationalized as retrospective time estimation). Participants retrospectively perceived time to pass significantly quicker in the VR game when music was present, but reported no difference in PX components, including immersion. This contributes to ongoing discourse on the surprising lack of music effects in VR games. Moreover, our results highlight the need to re-conceptualize our understanding of the relationship between time perception and immersion in games.},
booktitle = {Proceedings of the Annual Symposium on Computer-Human Interaction in Play},
pages = {414–426},
numpages = {13},
keywords = {immersion, music, adaptive music, virtual reality, player experience, time perception},
location = {Virtual Event, Canada},
series = {CHI PLAY '20}
}
How much music contributes to player experience (PX) in virtual reality (VR) games remains unclear in the games user research literature. A core factor of PX in VR games that has not been studied before (in relation to audio or otherwise) is time perception. Thus, we provide the first empirical exploration of how music affects time perception in a VR game. In a user study (N=64), we investigated the effects of music on PX and time perception (operationalized as retrospective time estimation). Participants retrospectively perceived time to pass significantly quicker in the VR game when music was present, but reported no difference in PX components, including immersion. This contributes to ongoing discourse on the surprising lack of music effects in VR games. Moreover, our results highlight the need to re-conceptualize our understanding of the relationship between time perception and immersion in games.
Year 2014
Back to topUnderstanding difficulty, your brain and challenge
@inproceedings{10.1145/2658537.2659014,
author = {Wehbe, Rina R.},
title = {Understanding Difficulty, Your Brain and Challenge},
year = {2014},
isbn = {9781450330145},
publisher = {Association for Computing Machinery},
address = {New York, NY, USA},
url = {https://doi.org/10.1145/2658537.2659014},
doi = {10.1145/2658537.2659014},
abstract = {My thesis proposes to use physiological measures with a focus on electroencephalography (EEG) to examine user-centered difficulty in games and user interfaces. The thesis specifically looks at both intended sources of difficulty and unintended sources of difficulty.},
booktitle = {Proceedings of the First ACM SIGCHI Annual Symposium on Computer-Human Interaction in Play},
pages = {303–306},
numpages = {4},
keywords = {electroencephalography (EEG), human-computer interaction (HCI), mixed-methods, brain-computer interfaces (BCI), physiological measures},
location = {Toronto, Ontario, Canada},
series = {CHI PLAY '14}
}
My thesis proposes to use physiological measures with a focus on electroencephalography (EEG) to examine user-centered difficulty in games and user interfaces. The thesis specifically looks at both intended sources of difficulty and unintended sources of difficulty.
Year 2019
Back to topDo Cognitive Styles Influence Collective Sensemaking in Distributed Multiplayer Games?
@inproceedings{alharthi2019cognitive,
title={Do cognitive styles influence collective sensemaking in distributed multiplayer games},
author={Alharthi, Sultan A and Raptis, George E and Katsini, C and Dolgov, I and Nacke, LE and Toups, ZO},
booktitle={Proceedings of the 2019 Collective Intelligence Conference, CI},
volume={19},
year={2019}
}
Effective teamwork is characterized by having a shared understanding of objectives and collaboration
skills [Salas et al. 1992]. In distributed multiplayer games, players need to constantly coordinate actions with each other and collectively make sense of the game objectives to succeed as a team [Alharthi
et al. 2018b]. This is achieved by players processing and exchanging information among team members through game interfaces [Wuertz et al. 2018; Toups et al. 2014]. To better support collaborating
in distributed multiplayer games, we need to understand the human factors that influence how teams
collect, process, and share game information [Alharthi et al. 2018a; Raptis et al. 2016].
Team cognition is one of the human factors that influences collaboration [Gutwin and Greenberg
2004]. Each team member, based on their unique cognitive characteristics, develops a specific approach
to process information and engage in both individual and collective sensemaking activities [Weick
1995]. Sensemaking is a process performed in order to understand a situation and make decisions [Weick 1995]. The need for sensemaking arises in shifting environments, when new challenges, opportunities, and tasks are emergent [Toups et al. 2016]. Information seeking is an essential part of the
process of collective sensemaking, in which information are collected, shared, filtered, processed, authenticated, and interpreted to extract what is needed to understand a situation and effectively work
together as a team [Weick 1995].
Individuals develop different approaches to collect and process information in complex environments. Such different approaches are known as cognitive styles [Kozhevnikov 2007]. A well-known
cognitive style is Field Dependence—Independence (FD-I), which identifies two extremes: field dependent (FD) – integrating information from surrounding context – and field independent (FI) – able to
separate visual information from surrounding context [Witkin et al. 1977]. Considering that people
with disparate cognitive styles process information differently, cognitive styles are expected to play an
important role in the success of teamwork and how teams engage in collective sensemaking activities
in distributed multiplayer games [Chujfi and Meinel 2015].
Based on our motivation and study of related work [Hong et al. 2012; Witkin and Goodenough 1976;
Nisiforou 2015; Raptis et al. 2016; 2018; Michailova and Sidorova 2011], we expect people characterized as FI to be beneficial to teams playing games that involve seeking, processing, and sharing information, as they tend to deconstruct complex scenes faster [Witkin and Goodenough 1976], perform
fewer but more accurate movements [Hong et al. 2012], adopt a more exploratory information seeking
strategy [Raptis et al. 2016], be more engaged in enriched visual contexts [Raptis et al. 2018], and are
less dependent on contextual cues and visualized guiding information [Michailova and Sidorova 2011].
Year 2017
Back to topApplying Gameful Design Heuristics
How to Write and Review CHI Papers
Towards Personality-driven Persuasive Health Games and Gamified Systems
Year 2016
Back to top“The Collecting Itself Feels Good”: Towards Collection Interfaces for Digital Game Objects
ABOVE WATER: An Educational Game for Anxiety
ABOVE WATER: Extending the Play Space for Health
CHI PLAYGUE: A Mobile Conference Networking Game
CLEVER: A Trivia and Strategy Game for Enterprise Knowledge Learning
CLEVER: Gamification and Enterprise Knowledge Learning
Design Strategies for Gamified Physical Activity Applications for Older Adults
Heuristic Evaluation for Gameful Design
Investigating the Impact of Cooperative Communication Mechanics on Player Performance in Portal 2
Lightweight Games User Research for Indies and Non-Profit Organizations
The Gamification User Types Hexad Scale
Year 2015
Back to topAll about that Base: Differing Player Experiences in Video Game Genres and the Unique Case of MOBA Games
CHI PLAYGUE: A Networking Game of Emergent Sociality
Data Synchronization in Games User Research
Personalization in Serious and Persuasive Games and Gamified Interactions
The HEXAD Gamification User Types Questionnaire : Background and Development Process
Toward Understanding Why Players Value In-Game Collections
Towards a Personalized Playful Digital Wellness Assistant
Towards Understanding the Importance of Co-Located Gameplay
Understanding Player Attitudes Towards Digital Game Objects
Validating Test Chambers to Study Cooperative Communication Mechanics in Portal 2
Year 2014
Back to topDeveloping Iconic and Semi-Iconic Game Controllers
Engaged by Boos and Cheers: The Effect of Co-Located Game Audiences on Social Player Experience
Fuzzy Affective Player Models: A Physiology-Based Hierarchical Clustering Method
Games and Entertainment Community SIG: Reaching Beyond CHI
Introducing the Biometric Storyboards Tool for Games User Research
Physiological Acrophobia Evaluation Through In Vivo Exposure in a VR CAVE
Player Experience: Mixed Methods and Reporting Results
Social Player Analytics in a Facebook Health Game
The Edge of Glory: The Relationship Between Metacritic Scores and Player Experience
Understanding Expectations with Multiple Controllers in an Augmented Reality Videogame
Unified Visualization of Quantitative and Qualitative Playtesting Data
Year 2013
Back to topA Hybrid Approach at Emotional State Detection: Merging Theoretical Models of Emotion with Data-Driven Statistical Classifiers
An Introduction to EEG Analysis Techniques and Brain-Computer Interfaces for Games User Researchers
Assessing User Preference of Video Game Controller Button Settings
Deconstructing 'Gamified' Task-Management Applications
Designing and Evaluating Sociability in Online Video Games
Designing Gamification: Creating Gameful and Playful Experiences
EEG-Based Assessment of Video and In-Game Learning
Exploring Social Interaction in Co-Located Multiplayer Games
Games User Research: Practice, Methods, and Applications
Guided Emotional State Regulation: Understanding and Shaping Players' Affective Experiences in Digital Games
How Does It Play Better? Exploring User Testing and Biometric Storyboards in Games User Research
The Kaleidoscope of Effective Gamification: Deconstructing Gamification in Business Applications
Time's Up: Studying Leaderboards for Engaging Punctual Behaviour
Year 2012
Back to top"I'm Just Here to Play Games": Social Dynamics and Sociality in an Online Game Site
Biometric Storyboards: Visualising Game User Research Data
Feedback-Based Gameplay Metrics: Measuring Player Experience via Automatic Visual Analysis
Flow in Games: Proposing a Flow Experience Model
Full-Body Motion-Based Game Interaction for Older Adults
Game User Research
Mixed Reality Games
Motion-Based Game Design for Older Adults
Year 2011
Back to topAccessible Games SIG
Biofeedback Game Design: Using Direct and Indirect Physiological Control to Enhance Game Interaction
Brain and Body Interfaces: Designing for Meaningful Interaction
Calibration Games : Making Calibration Tasks Enjoyable by Adding Motivating Game Elements
Directions in Physiological Game Evaluation and Interaction
From Game Design Elements to Gamefulness: Defining "Gamification"
Gamification: Toward a Definition
Gamification: Using Game Design Elements in Non-Gaming Contexts
Player Typology in Theory and Practice
The Impact of Negative Game Reviews and User Comments on Player Experience
Year 2017
Back to topTesting Incremental Difficulty Design in Platformer Games
From Joysticks to Pokémon Go: Games and Play Research in SIGCHI
Recommender Systems for Personalized Gamification
CLEVER: A Gameful Enterprise Learning System
Left Them 4 Dead: Perception of Humans versus Non-Player Character Teammates in Cooperative Gameplay
Positive Gaming: Workshop on Gamification and Games for Wellbeing
Elements of Gameful Design Emerging from User Preferences
A Framework and Taxonomy of Videogame Playing Preferences
Curiously Motivated: Profiling Curiosity with Self-Reports and Behaviour Metrics in the Game “Destiny”
Gamification through the Application of Motivational Affordances for Physical Activity Technology
Exploring the Potential of Game Audio for Wellbeing
Using technology to boost employee wellbeing? How gamification can help or hinder results
Year 2018
Back to topA Theory of Gamification Principles Through Goal-Setting Theory
Gamification of Older Adults’ Physical Activity: An Eight-Week Study
Personalizing Persuasive Strategies in Gameful Systems to Gamification User Types
Vanishing Importance: Studying Immersive Effects of Game Audio Perception on Player Experiences in Virtual Reality
KickAR: Exploring Game Balancing Through Boosts and Handicaps in Augmented Reality Table Football
Investigating the Impact of Annotation Interfaces on Player Performance in Distributed Multiplayer Games
Effect of personalized gameful design on student engagement
Gamification: Tools and Techniques for Motivating Users
Towards Customizing Gameful Systems by Gameful Design Elements
Exploring the Role of Non-Player Characters and Gender in Player Identification
Towards the Visual Design of Non-Player Characters for Narrative Roles
Practical Insights into the Design of Future Disaster Response Training Simulations
Year 2019
Back to topGameful Design Heuristics: A Gamification Inspection Tool
“I don't fit into a single type”: A Trait Model and Scale of Game Playing Preferences
The quest for a better tailoring of gameful design: An analysis of player type preferences
Biologically-Inspired Gameplay: Movement Algorithms for Artificially Intelligent (AI) Non-Player Characters (NPC)
Crushed it!: Interactive Floor Demonstration
User Experience (UX) Research in Games
The Impact of Using a Gamified Interface on Engagement in a Warehousing Management Task: A NeuroIS Research Proposal
Year 2018
Back to topToward Understanding the Effects of Cognitive Styles on Collaboration in Multiplayer Games
Games User Research Methods
How to Write CHI Papers: Second Edition
Games and Play SIG: Engaging Small Developer Communities
Information Visualisation, Gamification and Immersive Technologies in Participatory Planning
Year 2017
Back to topGazeTap: towards hands-free interaction in the operating room
The Adoption of Physiological Measures as an Evaluation Tool in UX
Year 2019
Back to topHow to Write CHI Papers (Third Edition)
Motivational Affordances for Older Adults’ Physical Activity Technology: An Expert Evaluation
Player Characteristics and Video Game Preferences
A Pilot Study of a Digital Skill Tree in Gameful Education
Year 2020
Back to topHexArcade: Predicting Hexad User Types By Using Gameful Applications
Older Adults’ Motivation for Physical Activity Using Gamified Technology: An Eight-Week Experimental Study
Food Literacy while Shopping: Motivating Informed Food Purchasing Behaviour with a Situated Gameful App
Keep Calm and Ride Along: Passenger Comfort and Anxiety as Physiological Responses to Autonomous Driving Styles
Year 2019
Back to topCross-Car, Multiplayer Games for Semi-Autonomous Driving
" It Started as a Joke" On the Design of Idle Game
Year 2017
Back to topDefining Gamification Video
Year 2016
Back to topDesign and preliminary validation of the player experience inventory
Year 2015
Back to topGamifying Research: Strategies, Opportunities, Challenges, Ethics
Actionable Inexpensive Games User Research.
Year 2020
Back to topThe Potential Disconnect between Time Perception and Immersion: Effects of Music on VR Player Experience
Year 2014
Back to topUnderstanding difficulty, your brain and challenge
Year 2019
Back to topDo Cognitive Styles Influence Collective Sensemaking in Distributed Multiplayer Games?