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Year 2021

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Article

Revealing the hotspots of educational gamification: An umbrella review

Ahmed Hosny Saleh Metwally. 2021. Revealing the hotspots of educational gamification: An umbrella review. International Journal of Educational Research. doi:10.1016/j.ijer.2021.101832
DOIAbstract
With gamification flourishing in popularity in educational research, it is essential to synthesize the expanding literature on educational gamification. The current umbrella review aims to comprehensively canvas the disparate findings and conflicting conclusions by critically examining educational gamification reviews. We included 46 reviews of state-of-the-art gamification published between 2016 and 2020. The critical analysis of these studies resulted in extracting six fundamental gamification research areas in education, namely: (1) concept and theoretical knowledge, (2) design, (3) development, (4) impact, (5) personalization, and (6) higher education. It also revealed that systematic reviews were the predominant analysis type. Our umbrella review illustrates the ongoing need in educational research for carefully structured examinations and rigorous methods that validate gamification's instructional advantages.

Year 2020

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Extended Abstract

Curioscape: A Curiosity-driven Escape Room Board Game

Joseph Tu and Ekaterina Durmanova. 2020. Curioscape: A Curiosity-driven Escape Room Board Game. In Extended Abstracts of the 2020 Annual Symposium on Computer-Human Interaction in Play (CHI PLAY '20). New York, NY, USA. ACM, 94โ€“97. doi:10.1145/3383668.3419925
PDFDOIBibTeXAbstractExternal URL
@inproceedings{10.1145/3383668.3419925,
author = {Tu, Joseph and Durmanova, Ekaterina},
title = {Curioscape: A Curiosity-Driven Escape Room Board Game},
year = {2020},
isbn = {9781450375870},
publisher = {Association for Computing Machinery},
address = {New York, NY, USA},
url = {https://doi.org/10.1145/3383668.3419925},
doi = {10.1145/3383668.3419925},
abstract = {Are you frustrated when a board game has too many rules? Do you want to jump straight into the game and just play? We created Curioscape, an escape room board game that focuses on the idea of whether eliminating a rule book is possible in a board game context. This means players can start the game without having to learn rules or understand how the game works. This paper describes Curioscape's conception to release, along with the exploration of replicating escape rooms in a smaller space and investigates if we can use curiosity to create meaningful game design choices.},
booktitle = {Extended Abstracts of the 2020 Annual Symposium on Computer-Human Interaction in Play},
pages = {94โ€“97},
numpages = {4},
keywords = {tangible board game, game design, curiosity, games},
location = {Virtual Event, Canada},
series = {CHI PLAY '20}
}
Are you frustrated when a board game has too many rules? Do you want to jump straight into the game and just play? We created Curioscape, an escape room board game that focuses on the idea of whether eliminating a rule book is possible in a board game context. This means players can start the game without having to learn rules or understand how the game works. This paper describes Curioscape's conception to release, along with the exploration of replicating escape rooms in a smaller space and investigates if we can use curiosity to create meaningful game design choices.

Article

Demystifying the First-Time Experience of Mobile Games: The Presence of a Tutorial Has a Positive Impact on Non-Expert Playersโ€™ Flow and Continuous-Use Intentions

Mario Passalacqua, Raphaรซl Morin, Sylvain Sรฉnรฉcal, Lennart Nacke, and Pierre-Majorique Lรฉger. 2020. Demystifying the First-Time Experience of Mobile Games: The Presence of a Tutorial Has a Positive Impact on Non-Expert Playersโ€™ Flow and Continuous-Use Intentions. In Multimodal Technologies and Interaction 4, 3: 41. Multidisciplinary Digital Publishing Institute. doi:10.3390/mti4030041
PDFDOIBibTeXAbstract
@article{passalacqua2020demystifying,
  title={Demystifying the First-Time Experience of Mobile Games: The Presence of a Tutorial Has a Positive Impact on Non-Expert Playersโ€™ Flow and Continuous-Use Intentions},
  author={Passalacqua, Mario and Morin, Rapha{\"e}l and S{\'e}n{\'e}cal, Sylvain and Nacke, Lennart E and L{\'e}ger, Pierre-Majorique},
  journal={Multimodal Technologies and Interaction},
  volume={4},
  number={3},
  pages={41},
  year={2020},
  publisher={Multidisciplinary Digital Publishing Institute}
}
The purpose of video game tutorials is to help players easily understand new game mechanics and thereby facilitate chances of early engagement with the main contents of oneโ€™s game. The mobile game market (i.e., phones and tablets) faces important retention issues caused by a high number of players who abandon games permanently within 24 h of downloading them. A laboratory experiment with 40 players tested how tutorial presence and player expertise impact on usersโ€™ psychophysiological states and continuous-use intentions (CUIs). The results suggest that in a simple game context, tutorials have a positive impact on non-expert playersโ€™ perceived state of flow and have no effect on expert playersโ€™ perceived flow. The results also suggest that flow has a positive impact on CUIs for both experts and non-experts. The theoretical contributions and managerial implications of these results are discussed.

Article

Development and validation of the player experience inventory: A scale to measure player experiences at the level of functional and psychosocial consequences

Vero Vanden Abeele, Katta Spiel, Lennart Nacke, Daniel Johnson, and Kathrin Gerling. 2020. Development and validation of the player experience inventory: A scale to measure player experiences at the level of functional and psychosocial consequences. In International Journal of Human-Computer Studies 135. Elsevier. doi:10.1016/j.ijhcs.2019.102370
PDFDOIBibTeXAbstract
@article{Abeele2020,
abstract = {Games User Research (GUR) focuses on measuring, analysing and understanding player experiences to optimise game designs. Hence, GUR experts aim to understand how specific game design choices are experienced by players, and how these lead to specific emotional responses. An instrument, providing such actionable insight into player experience, specifically designed by and for GUR was thus far lacking. To address this gap, the Player Experience Inventory (PXI) was developed, drawing on Means-End theory and measuring player experience both at the level of Functional Consequences, (i.e., the immediate experiences as a direct result of game design choices, such as audiovisual appeal or ease-of-control) and at the level of Psychosocial Consequences, (i.e., the second-order emotional experiences, such as immersion or mastery). Initial construct and item development was conducted in two iterations with 64 GUR experts. Next, the scale was validated and evaluated over five studies and populations, totalling 529 participants. Results support the theorized structure of the scale and provide evidence for both discriminant and convergent validity. Results also show that the scale performs well over different sample sizes and studies, supporting configural invariance. Hence, the PXI provides a reliable and theoretically sound tool for researchers to measure player experience and investigate how game design choices are linked to emotional responses.},
author = {Abeele, Vero Vanden and Spiel, Katta and Nacke, Lennart and Johnson, Daniel and Gerling, Kathrin},
doi = {10.1016/j.ijhcs.2019.102370},
issn = {10959300},
journal = {International Journal of Human Computer Studies},
keywords = {GUR,Game experience,Games user research,Means-End theory,Measurement instrument,PX,Player experience,Scale development,Scale validation},
number = {October 2019},
pages = {102370},
publisher = {Elsevier},
title = {{Development and validation of the player experience inventory: A scale to measure player experiences at the level of functional and psychosocial consequences}},
url = {https://doi.org/10.1016/j.ijhcs.2019.102370},
volume = {135},
year = {2020}
}
Games User Research (GUR) focuses on measuring, analysing and understanding player experiences to optimise game designs. Hence, GUR experts aim to understand how specific game design choices are experienced by players, and how these lead to specific emotional responses. An instrument, providing such actionable insight into player experience, specifically designed by and for GUR was thus far lacking. To address this gap, the Player Experience Inventory (PXI) was developed, drawing on Means-End theory and measuring player experience both at the level of Functional Consequences, (i.e., the immediate experiences as a direct result of game design choices, such as audiovisual appeal or ease-of-control) and at the level of Psychosocial Consequences, (i.e., the secondorder emotional experiences, such as immersion or mastery). Initial construct and item development was conducted in two iterations with 64 GUR experts. Next, the scale was validated and evaluated over five studies and populations, totalling 529 participants. Results support the theorized structure of the scale and provide evidence for both discriminant and convergent validity. Results also show that the scale performs well over different sample sizes and studies, supporting configural invariance. Hence, the PXI provides a reliable and theoretically sound tool for researchers to measure player experience and investigate how game design choices are linked to emotional responses.

Proceedings

Food Literacy while Shopping: Motivating Informed Food Purchasing Behaviour with a Situated Gameful App

Marcela Bomfim, Sharon Kirkpatrick, Lennart Nacke, and James Wallace. 2020. Food Literacy while Shopping: Motivating Informed Food Purchasing Behaviour with a Situated Gameful App. In Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems - CHI EA '20. doi:10.1145/3313831.3376801
DOIBibTeXAbstractExternal URL
@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 literacyโ€”meaning the interconnected combination of food-related knowledge, skills, and behaviours that empower an individual to make informed food choicesโ€” 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.

Article

Game Atmosphere: Effects of Audiovisual Thematic Cohesion on Player Experience and Psychophysiology

Giovanni Ribeiro, Katja Rogers, Maximilian Altmeyer , Thomas Terkildsen, and Lennart Nacke. 2020. Game Atmosphere: Effects of Audiovisual Thematic Cohesion on Player Experience and Psychophysiology. In Proceedings of the Annual Symposium on Computer-Human Interaction in Play (CHI PLAY '20). New York, NY, USA. ACM. doi:10.1145/3410404.3414245
DOIBibTeXAbstractExternal URL
@inproceedings{10.1145/3410404.3414245,
author = {Ribeiro, Giovanni and Rogers, Katja and Altmeyer, Maximilian and Terkildsen, Thomas and Nacke, Lennart E.},
title = {Game Atmosphere: Effects of Audiovisual Thematic Cohesion on Player Experience and Psychophysiology},
year = {2020},
isbn = {9781450380744},
publisher = {Association for Computing Machinery},
address = {New York, NY, USA},
url = {https://doi.org/10.1145/3410404.3414245},
doi = {10.1145/3410404.3414245},
abstract = {Game atmosphere and game audio are critical factors linked to the commercial success of video games. However, game atmosphere has been neither operationalized nor clearly defined in games user research literature, making it difficult to study. We define game atmosphere as the emerging subjective experience of a player caused by the strong audiovisual thematic cohesion (i.e., the harmonic fit of sounds and graphics to a shared theme) of video game elements. We studied players' experience of thematic cohesion in two between-subjects, independent-measures experiments (N=109) across four conditions differing in their level of audiovisual thematic fit. Participants' experiences were assessed with physiological and psychometric measurements to understand the effect of game atmosphere on player experience. Results indicate that a lack of thematic fit between audio and visuals lowers the degree of perceived atmosphere, but that while audiovisual thematic dissonance may lead to higher-intensity negative-valence facial events, it does not impact self-reported player experience or immersion.},
booktitle = {Proceedings of the Annual Symposium on Computer-Human Interaction in Play},
pages = {107โ€“119},
numpages = {13},
keywords = {music, player experience, games, dissonance, audio, atmosphere},
location = {Virtual Event, Canada},
series = {CHI PLAY '20}
}
Game atmosphere and game audio are critical factors linked to the commercial success of video games. However, game atmosphere has been neither operationalized nor clearly defined in games user research literature, making it difficult to study. We define game atmosphere as the emerging subjective experience of a player caused by the strong audiovisual thematic cohesion (i.e., the harmonic fit of sounds and graphics to a shared theme) of video game elements. We studied players' experience of thematic cohesion in two between-subjects, independent-measures experiments (N=109) across four conditions differing in their level of audiovisual thematic fit. Participants' experiences were assessed with physiological and psychometric measurements to understand the effect of game atmosphere on player experience. Results indicate that a lack of thematic fit between audio and visuals lowers the degree of perceived atmosphere, but that while audiovisual thematic dissonance may lead to higher-intensity negative-valence facial events, it does not impact self-reported player experience or immersion.

Article

Gamification of Older Adultsโ€™ Physical Activity: Thematic Analysis of an Eight-Week Experimental Study

Lennart Nacke, Pejman Mirza-Babaei, and Dennis Kappen. 2020. Gamification of Older Adultsโ€™ Physical Activity: Thematic Analysis of an Eight-Week Experimental Study. In Frontiers in Computer Science 2: 44. Frontiers.
BibTeXAbstract
@article{kappen2020gamification,
  title={Gamification of Older Adultsโ€™ Physical Activity: Thematic Analysis of an Eight-Week Experimental Study},
  author={Kappen, Dennis L and Mirza-Babaei, Pejman and Nacke, Lennart E},
  journal={Frontiers in Computer Science},
  volume={2},
  pages={44},
  year={2020},
  publisher={Frontiers}
}
Gamification technology has served as behaviour change mechanism for increasing the engagement and motivation of consumers in many areas including health and wellness domains. While research on physical activity (PA) and motivation to participate in PA in the context of older adults exist, there are fewer studies on the usage of gamified technology by older adults over longer periods of time. We conducted a mixed-method, eight-week, synchronous, three-condition experimental study with older adults in the 50+ age group. Participants were randomized into Group 1 (gamified), Group 2 (non-gamified) and a control group. The weekly semi-structured interview questions focused on their motivation for PA, setting up goals, accomplishments, fears or barriers, rewards and tracking in PA. Thematic analysis of the interview data showed distinct variations in emergent themes for the three groups over an eight-week โ€ฆ

Proceedings

HexArcade: Predicting Hexad User Types By Using Gameful Applications

Maximilian Altmeyer , Gustavo Fortes Tondello, Antonio Krรผger, and Lennart Nacke. 2020. HexArcade: Predicting Hexad User Types By Using Gameful Applications. In Proceedings of the the Annual Symposium on Computer-Human Interaction in Play (CHI PLAY 2020). ACM. doi:10.1145/3410404.3414232
PDFDOIBibTeXAbstract
@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 personโ€™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 usersโ€™ Hexad type. Ultimately, participants perceived our gameful applications as more enjoyable and immersive than filling out the Hexad questionnaire.

Extended Abstract

Imi Pono: Creating an Ethical Framework for User Experience Design

Laura Fong, Jenny Waycott, Aynur Kadir, Jet Gispen, and Lennart Nacke. 2020. Imi Pono: Creating an Ethical Framework for User Experience Design. In Extended Abstracts of the 2020 CHI Conference on Human Factors in Computing Systems. doi:10.1145/3334480.3375161
DOIBibTeXAbstract
@inproceedings{fong2020imi,
  title={'Imi Pono: Creating an Ethical Framework for User Experience Design},
  author={Fong, Laura C and Waycott, Jenny and Kadir, Aynur and Gispen, Jet and Nacke, Lennart E},
  booktitle={Extended Abstracts of the 2020 CHI Conference on Human Factors in Computing Systems},
  pages={1--8},
  year={2020}
}
Privacy breaches and a drastic increase in the monetary value of our personal information require user experience (UX) designers and researchers to consider ethical choices more imperatively than ever before in their daily practice. The UX industry lacks ethical guidelines and standards or even a governing body that enforces any kind of universal framework of ethics. This workshop is designed to establish a foundation of understanding of ethical practice for designers, educators, developers, programmers, and individuals working in UX. Participants will collaborate and share knowledge between industries and practices, working together towards a framework that participants can take with them and implement them into their current UX workflow.

Proceedings

Keep Calm and Ride Along: Passenger Comfort and Anxiety as Physiological Responses to Autonomous Driving Styles

Nicole Dillen , Marco Ilievski, Edith Law, Lennart Nacke, Krzysztof Czarnecki, and Oliver Schneider. 2020. Keep Calm and Ride Along: Passenger Comfort and Anxiety as Physiological Responses to Autonomous Driving Styles. In Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems. doi:10.1145/3313831.3376247
DOIBibTeXAbstractExternal URL
@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.

Masters Thesis

LightPlay: An Ambient Light System for Video Game Indicators and Notifications

Kenny Fung. 2020. LightPlay: An Ambient Light System for Video Game Indicators and Notifications. University of Waterloo. Online: http://hdl.handle.net/10012/16112
BibTeXAbstractExternal URL
@mastersthesis{fung2020lightplay,
  title={LightPlay: An Ambient Light System for Video Game Indicators and Notifications},
  author={Fung, Kin Pong},
  year={2020},
  school={University of Waterloo}
}
Video games often have indicators and notifications to convey in-game information. However, displaying these visuals on-screen come with trade-offs, such as consuming screen real estate and an inability for them to be configured independently from its host screen; denying users freedoms such as increasing indicator and notification brightness levels for better awareness without increasing the brightness of main content. As an alternative, we introduce LightPlay, an ambient light system set on the back border of a monitor to display video game indicators and notifications. We compare the speed, error rate, and perceived workload, between on-screen and ambient light indicators and notifications in a first-person camera view video game environment. Results show that ambient lights provide 17.5% faster times for capturing attention compared to on-screen indicators. In addition, ambient lights performed at least as well as on-screen across all other tested metrics.

Article

Me, Myself, and Not-I: Self-Discrepancy Type Predicts Avatar Creation Style

Mitchell Loewen, Christopher Burris, and Lennart Nacke. 2020. Me, Myself, and Not-I: Self-Discrepancy Type Predicts Avatar Creation Style. In Frontiers in physiology 11.
BibTeXAbstract
@article{loewen2021me,
  title={Me, Myself, and Not-I: Self-Discrepancy Type Predicts Avatar Creation Style},
  author={Loewen, Mitchell GH and Burris, Christopher T and Nacke, Lennart E},
  journal={Frontiers in Psychology},
  volume={11},
  pages={1902},
  year={2021},
  publisher={Frontiers}
}
In video games, identification with avatarsโ€”virtual entities or characters driven by human behaviourโ€”has been shown to serve many interpersonal and intraindividual functions (like social connection, self-expression, or identity exploration) but our understanding of the psychological variables that influence playersโ€™ avatar choices remains incomplete. The study presented in this paper tested whether playersโ€™ preferred style of avatar creation is linked to the magnitude of self-perceived discrepancies between who they are, who they aspire to be, and who they think they should be. One-hundred-and-twenty-five undergraduate gamers indicated their preferred avatar creation style and completed a values measure from three different perspectives: their actual, ideal, and ought selves. The average actual/ideal values discrepancy was greater among those who preferred idealized avatars versus those who preferred โ€ฆ

Proceedings

Older Adultsโ€™ Motivation for Physical Activity Using Gamified Technology: An Eight-Week Experimental Study

Dennis Kappen, Pejman Mirza-Babaei, and Lennart Nacke. 2020. Older Adultsโ€™ Motivation for Physical Activity Using Gamified Technology: An Eight-Week Experimental Study. doi:10.1007/978-3-030-50249-2_22
DOIBibTeXAbstract
@inproceedings{kappen2020older,
  title={Older Adultsโ€™ 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+โ€‰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 โ€“ 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+โ€‰age group to foster engagement tailored to suit their current health conditions and prevalent barriers to participate in PA.

Article

Personal Space in Play: Physical and Digital Boundaries in Large-Display Cooperative and Competitive Games

Rina Wehbe, Terence Dickson , Anastasia Kuzminykh, Lennart Nacke, and Edward Lank. 2020. Personal Space in Play: Physical and Digital Boundaries in Large-Display Cooperative and Competitive Games. In Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems (CHI '20). New York, NY, USA. ACM. doi:10.1145/3313831.3376319
DOIBibTeXAbstractExternal URL
@inproceedings{10.1145/3313831.3376319,
author = {Wehbe, Rina R. and Dickson, Terence and Kuzminykh, Anastasia and Nacke, Lennart E. and Lank, Edward},
title = {Personal Space in Play: Physical and Digital Boundaries in Large-Display Cooperative and Competitive Games},
year = {2020},
isbn = {9781450367080},
publisher = {Association for Computing Machinery},
address = {New York, NY, USA},
url = {https://doi.org/10.1145/3313831.3376319},
doi = {10.1145/3313831.3376319},
abstract = {As multi-touch displays grow in size and shrink in price, they are more commonly used as gaming devices. When co-located users play games on a single, large display, establishing and maintaining their physical and digital territories poses a social challenge to their interaction. To gain insight into the mechanisms of establishing and maintaining users' physical and digital territories, we analyze territorial interactions in cooperative and competitive multiplayer gameplay. Participants reported weighing each game interaction based on perceived intent to determine how socially acceptable they deemed each behaviour. In light of our observations, we contribute and discuss implications for the design of multi-user, large display, co-located, touchscreen games that consider display properties, digital and physical space, permeability of boundaries, and asymmetry of play to create interactions between players.},
booktitle = {Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems},
pages = {1โ€“14},
numpages = {14},
keywords = {collaboration and group work, digital territory, loosely-coupled interaction, shared spaces, large displays, games and entertainment software, physical territory},
location = {Honolulu, HI, USA},
series = {CHI '20}
}
As multi-touch displays grow in size and shrink in price, they are more commonly used as gaming devices. When co-located users play games on a single, large display, establishing and maintaining their physical and digital territories poses a social challenge to their interaction. To gain insight into the mechanisms of establishing and maintaining users' physical and digital territories, we analyze territorial interactions in cooperative and competitive multiplayer gameplay. Participants reported weighing each game interaction based on perceived intent to determine how socially acceptable they deemed each behaviour. In light of our observations, we contribute and discuss implications for the design of multi-user, large display, co-located, touchscreen games that consider display properties, digital and physical space, permeability of boundaries, and asymmetry of play to create interactions between players.

Article

Playing in the backstore: interface gamification increases warehousing workforce engagement

Mario Passalacqua, Pierre-Majorique Lรฉger, Lennart Nacke, Marc Fredette, ร‰lise Labontรฉ-Lemoyne, Xinli Lin, Tony Caprioli, and Sylvain Sรฉnรฉcal. 2020. Playing in the backstore: interface gamification increases warehousing workforce engagement. In Industrial Management & Data Systems.. doi:10.1108/IMDS-08-2019-0458
DOIBibTeXAbstract
@article{passalacqua2020playing,
  title={Playing in the backstore: interface gamification increases warehousing workforce engagement},
  author={Passalacqua, Mario and L{\'e}ger, Pierre-Majorique and Nacke, Lennart E and Fredette, Marc and Labont{\'e}-Lemoyne, {\'E}lise and Lin, Xinli and Caprioli, Tony and S{\'e}n{\'e}cal, Sylvain},
  journal={Industrial Management \& Data Systems},
  year={2020},
  publisher={Emerald Publishing Limited}
}
In a warehouse setting, where hourly workers performing manual tasks account for more than half of total warehouse expenditure, a lack of employee engagement has been directly linked to company performance. In this article, the authors present a laboratory experiment in which two gamification elements, goal setting and feedback, are implemented in a wearable warehouse management system (WMS) interface to examine their effect on user engagement and performance in an item picking task. Both implicit (neurophysiological) and explicit (self-reported) measures of engagement are used, allowing for a richer understanding of the user's perceived and physiological state.

Article

Technology Facilitates Physical Activity Through Gamification: A Thematic Analysis of an 8-Week Study

Lennart Nacke, Pejman Mirza-Babaei, and Dennis Kappen. 2020. Technology Facilitates Physical Activity Through Gamification: A Thematic Analysis of an 8-Week Study. In Frontiers in Computer Science - Human-Media Interaction 2: 530309. Frontiers in Computer Science. doi:10.3389/fcomp.2020.530309
DOIBibTeXAbstractExternal URL
@article{DBLP:journals/fcomp/KappenMN20,
  author    = {Dennis L. Kappen and
               Pejman Mirza{-}Babaei and
               Lennart E. Nacke},
  title     = {Technology Facilitates Physical Activity Through Gamification: {A}
               Thematic Analysis of an 8-Week Study},
  journal   = {Frontiers Comput. Sci.},
  volume    = {2},
  pages     = {530309},
  year      = {2020},
  url       = {https://doi.org/10.3389/fcomp.2020.530309},
  doi       = {10.3389/fcomp.2020.530309},
  timestamp = {Fri, 23 Oct 2020 15:51:32 +0200},
  biburl    = {https://dblp.org/rec/journals/fcomp/KappenMN20.bib},
  bibsource = {dblp computer science bibliography, https://dblp.org}
}
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Gamification has enabled technology to facilitate behavior change through increasing the engagement and motivation of people in health and wellness domains. While research on physical activity (PA) and why older adults engage in PA exists, there are not many long-term studies on how gamification influences technology use and adherence to PA by older adults. We conducted a synchronous, 8-week, experimental study with older adults in the 50+ age group. Participants were randomized into three groups: Gamified technology, non-gamified technology and a control group. We conducted a weekly semi-structured interview with them focused on their PA motivations, setting up goals, accomplishments, fears or barriers, (immediate and long-term) rewards, and tracking in PA. Thematic analysis (TA) of the interview data showed these distinct variations in themes for the three groups over the 8-week period. This indicates that motivational affordances or gamification elements can be customized for older adults to suit their current health conditions and PA participation barriers. We define gamification design guidelines for PA motivation of older adults based on self-determination theory, setting up progressive goals, accomplishments to track PA quality, intangible rewards, and activity tracking.

Proceedings

The Potential Disconnect between Time Perception and Immersion: Effects of Music on VR Player Experience

Katja Rogers, Maximillian Milo, Michael Weber, and Lennart Nacke. 2020. The Potential Disconnect between Time Perception and Immersion: Effects of Music on VR Player Experience. In Proceedings of the Annual Symposium on Computer-Human Interaction in Play (CHI PLAY '20). New York, NY, USA. ACM, 414โ€“426. doi:10.1145/3410404.3414246
DOIBibTeXAbstractExternal URL
@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 = {414โ€“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.

Article

Validation of User Preferences and Effects of Personalized Gamification on Task Performance

Gustavo Fortes Tondello and Lennart Nacke. 2020. Validation of User Preferences and Effects of Personalized Gamification on Task Performance. In Frontiers in Computer Science 2: 29. Frontiers. doi:10.3389/fcomp.2020.00029
PDFDOIBibTeXAbstract
@article{Tondello2020a,
abstract = {Personalized gamification is the tailoring of gameful design elements to user preferences to improve engagement. However, studies of user preferences have so far relied on self-reported data only and few studies investigated the effects of personalized gameful systems on task performance. This study shows that personalized gamification works in practice as predicted by survey studies and leads to higher task performance. We asked 252 participants in two studies to interact with a customized (experimental) or a generic (control) online gameful application to classify images. In the customized version, they could select the game elements that they wanted to use for their experience. The results showed significant correlations between participants' choice of gameful design elements and their Hexad user type scores, which partly support existing user preference models based on self-reported preferences. On the other hand, user type scores were not correlated with participants' preferred game elements rated after interacting with the gameful system. These findings demonstrate that the Hexad user types are a viable model to create personalized gameful systems. However, it seems that there are other yet unknown factors that can influence user preferences, which should be considered together with the user type scores. Additionally, participants in the experimental condition classified more images and rated their experience of selecting the game elements they wanted to use higher than in the control, demonstrating that task performance improved with personalization. Nonetheless, other measures of task performance that were not explicitly incentivized by the game elements did not equally improve. This contribution shows that personalized gameful design creates systems that are more successful in helping users achieve their goals than generic systems. However, gameful designers should be aware that they must balance the game elements and how much they incentivize each user behavior, so that the business goals can be successfully promoted. Finally, we analyzed participants' qualitative answers about their experience with the generic and the customized gameful applications, extracting useful lessons for the designers of personalized gameful systems.},
author = {Tondello, Gustavo F and Nacke, Lennart E},
doi = {10.3389/fcomp.2020.00029},
keywords = {Hexad user types,adaptation,customization,gameful design,gamification,hexad user types,personalization},
pages = {29},
title = {{Validation of User Preferences and Effects of Personalized Gamification on Task Performance}},
volume = {2},
year = {2020}
}
Personalized gamification is the tailoring of gameful design elements to user preferences to improve engagement. However, studies of user preferences have so far relied on self-reported data only and few studies investigated the effects of personalized gameful systems on task performance. This study shows that personalized gamification works in practice as predicted by survey studies and leads to higher task performance. We asked 252 participants in two studies to interact with a customized (experimental) or a generic (control) online gameful application to classify images. In the customized version, they could select the game elements that they wanted to use for their experience. The results showed significant correlations between participants' choice of gameful design elements and their Hexad user type scores, which partly support existing user preference models based on self-reported preferences. On the other hand, user type scores were not correlated with participants' preferred game elements rated after interacting with the gameful system. These findings demonstrate that the Hexad user types are a viable model to create personalized gameful systems. However, it seems that there are other yet unknown factors that can influence user preferences, which should be considered together with the user type scores. Additionally, participants in the experimental condition classified more images and rated their experience of selecting the game elements they wanted to use higher than in the control, demonstrating that task performance improved with personalization. Nonetheless, other measures of task performance that were not explicitly incentivized by the game elements did not equally improve. This contribution shows that personalized gameful design creates systems that are more successful in helping users achieve their goals than generic systems. However, gameful designers should be aware that they must balance the game elements and how much they incentivize each user behavior, so that the business goals can be successfully promoted. Finally, we analyzed participants' qualitative answers about their experience with the generic and the customized gameful applications, extracting useful lessons for the designers of personalized gameful systems.

Article

What is it Like to Be a Game?-Object Oriented Inquiry for Games Research, Design and Evaluation

Katta Spiel and Lennart Nacke. 2020. What is it Like to Be a Game?-Object Oriented Inquiry for Games Research, Design and Evaluation. In Frontiers in Computer Science 2: 18. Frontier. doi:10.3389/fcomp.2020.00018
DOIBibTeXAbstractExternal URL
@article{spiel2020like,
  title={What is it Like to Be a Game?-Object Oriented Inquiry for Games Research, Design and Evaluation},
  author={Spiel, Katta and Nacke, Lennart},
  journal={Frontiers in Computer Science},
  volume={2},
  pages={18},
  year={2020},
  publisher={Frontiers}
}
Human-Computer Interaction (HCI) researchers more and more challenge the notion of technologies as objects and humans as subjects. This conceptualization has led to various approaches inquiring into object perspectives within HCI. Even though the development and analysis of games and players is filled with notions of intersubjectivity, games research has yet to embrace an object oriented perspective. Through an analysis of existing methods, we show how Object-Oriented Inquiry offers a useful, playful, and speculative lens to pro-actively engage with and reflect on how we might know what it is like to be a game. We illustrate how to actively attend to a game's perspective as a valid position. This has the potential to not only sharpen our understanding of implicit affordances but, in turn, about our assumptions regarding play and games more generally. In a series of case studies, we apply several object-oriented methods across three methodological explorations on becoming, being, and acting as a game, and illustrate their usefulness for generating meaningful insights for game design and evaluation. Our work contributes to emerging object-oriented practices that acknowledge the agency of technologies within HCI at large and its games-oriented strand in particular.

Year 2019

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Proceedings

" It Started as a Joke" On the Design of Idle Game

Katta Spiel, Sultan Alharthi, Andrew Cen, Jessica Hammer, Lennart Nacke, Zachary Toups, and Tess Tanenbaum. 2019. " It Started as a Joke" On the Design of Idle Game. In Proceedings of the Annual Symposium on Computer-Human Interaction in Play. 495-508. doi:10.1145/3311350.3347180
DOIBibTeXAbstractExternal URL
@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.

Proceedings

โ€œI don't fit into a single typeโ€: A Trait Model and Scale of Game Playing Preferences

Gustavo Fortes Tondello, Karina Arrambide, Giovanni Ribeiro, Andrew Cen, and Lennart Nacke. 2019. โ€œI don't fit into a single typeโ€: A Trait Model and Scale of Game Playing Preferences. In Proceedings of INTERACT 2019, LNCS 11747. Springer. doi:10.1007/978-3-030-29384-0_23
PDFDOIBibTeXAbstractSlides
@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 = {{โ€œI don't fit into a single typeโ€: 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.

Proceedings

A Pilot Study of a Digital Skill Tree in Gameful Education

Gustavo Fortes Tondello and Lennart Nacke. 2019. A Pilot Study of a Digital Skill Tree in Gameful Education. In Proceedings of the 3rd International Symposium on Gamification and Games for Learning - GamiLearn '19. Barcelona, Spain. CEUR-WS.org. Online: http://ceur-ws.org/Vol-2497/paper15.pdf
PDFBibTeXAbstractExternal URL
@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 elementsโ€”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 elementsโ€”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.

Proceedings

Biologically-Inspired Gameplay: Movement Algorithms for Artificially Intelligent (AI) Non-Player Characters (NPC)

Rina Wehbe, Giovanni Ribeiro, Kenny Fung, Lennart Nacke, and Edward Lank. 2019. Biologically-Inspired Gameplay: Movement Algorithms for Artificially Intelligent (AI) Non-Player Characters (NPC). In Proceedings of Graphics Interface 2019. Kingston, ON, Canada. CHCCS. doi:10.20380/GI2019.28
PDFDOIBibTeXAbstract
@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.

Proceedings

Cross-Car, Multiplayer Games for Semi-Autonomous Driving

Matthew Lakier, Lennart Nacke, Takeo Igarashi, and Daniel Vogel. 2019. Cross-Car, Multiplayer Games for Semi-Autonomous Driving. In Proceedings of the Annual Symposium on Computer-Human Interaction in Play. 467-480. doi:10.1145/3311350.3347166
DOIBibTeXAbstractExternal URL
@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.

Proceedings

Crushed it!: Interactive Floor Demonstration

Rina Wehbe, Kai Bornemann, Benjamin Hatscher, Joseph Tu, Lisa Freiman Cormier, Christian Hansen, Edward Lank, and Lennart Nacke. 2019. Crushed it!: Interactive Floor Demonstration. In Extended Abstracts of the 2019 CHI Conference on Human Factors in Computing Systems - CHI EA '19. Glasgow, Scotland UK. ACM, INT014. doi:10.1145/3290607.3313279
PDFDOIBibTeXAbstract
@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.

Article

Defining Gameful Experience as a Psychological State Caused by Gameplay: Replacing the Term โ€˜Gamefulnessโ€™ with Three Distinct Constructs

Richard Landers, Gustavo Fortes Tondello, Dennis Kappen, Andrew Collmus, Elisa Mekler, and Lennart Nacke. 2019. Defining Gameful Experience as a Psychological State Caused by Gameplay: Replacing the Term โ€˜Gamefulnessโ€™ with Three Distinct Constructs. In International Journal of Human-Computer Studies 127: 81-94. Elsevier. doi:10.1016/j.ijhcs.2018.08.003
PDFDOIBibTeXAbstract
@article{Landers2018,
title = {Defining Gameful Experience as a Psychological State Caused by Gameplay: Replacing the Term โ€˜Gamefulnessโ€™ with Three Distinct Constructs},
author = {Richard N. Landers and Gustavo F. Tondello and Dennis L. Kappen and Andrew B. Collmus and Elisa D. Mekler and Lennart E. Nacke},
doi = {10.1016/j.ijhcs.2018.08.003},
year = {2019},
volume = {127},
pages = {81--94},
date = {2018-08-28},
journal = {International Journal of Human-Computer Studies},
abstract = {Background and Aim: Gamefulness is commonly cited as the primary goal of gamification, a family of approaches employed in education, business, healthcare, government, and elsewhere. However, gamefulness is defined imprecisely across the literature. To address this, we present a theory of gamefulness that splits gamefulness into more specific constructs and outlines their effects in a process model.
Method: We integrate extant literature from psychology, human-computer interaction, and other fields to define gameful design, systems, and experiences. Most critically, we argue that gameful experience is the core focal construct of this theory and define it as an interactive state occurring when a person perceives non-trivial achievable goals created externally, is motivated to pursue them under an arbitrary set of behavioral rules, and evaluates that motivation as voluntary.
Results: We present six resulting propositions: (1) gameful systems lead to gameful experiences, (2) gameful systems impact psychological characteristics, (3) effective gameful design leads to a gameful system, (4) gameful systems lead to behavioral change, (5) behavioral change causes the distal outcomes gamification designers target, and (6) individual differences moderate the effectiveness of gameful systems.
Conclusion: Gameful experience theory provides researchers with a unified foundation to study gamification from any social scientific lens.},
keywords = {},
pubstate = {published},
tppubtype = {article}
}
Background and Aim: Gamefulness is commonly cited as the primary goal of gamification, a family of approaches employed in education, business, healthcare, government, and elsewhere. However, gamefulness is defined imprecisely across the literature. To address this, we present a theory of gamefulness that splits gamefulness into more specific constructs and outlines their effects in a process model. Method: We integrate extant literature from psychology, human-computer interaction, and other fields to define gameful design, systems, and experiences. Most critically, we argue that gameful experience is the core focal construct of this theory and define it as an interactive state occurring when a person perceives non-trivial achievable goals created externally, is motivated to pursue them under an arbitrary set of behavioral rules, and evaluates that motivation as voluntary. Results: We present six resulting propositions: (1) gameful systems lead to gameful experiences, (2) gameful systems impact psychological characteristics, (3) effective gameful design leads to a gameful system, (4) gameful systems lead to behavioral change, (5) behavioral change causes the distal outcomes gamification designers target, and (6) individual differences moderate the effectiveness of gameful systems. Conclusion: Gameful experience theory provides researchers with a unified foundation to study gamification from any social scientific lens.

Proceedings

Do Cognitive Styles Influence Collective Sensemaking in Distributed Multiplayer Games?

Sultan Alharthi, George Raptis, Christina Katsini, Igor Dolgov, Lennart Nacke, and Zachary Toups. 2019. Do Cognitive Styles Influence Collective Sensemaking in Distributed Multiplayer Games?. In Proceedings of the ACM Collective Intelligence Conference Series. ACM. Online: https://ci.acm.org/2019/assets/proceedings/CI_2019_paper_35.pdf
BibTeXAbstractExternal URL
@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 Dependenceโ€”Independence (FD-I), which identifies two extremes: field dependent (FD) โ€“ integrating information from surrounding context โ€“ and field independent (FI) โ€“ 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].

PhD Thesis

Dynamic Personalization of Gameful Interactive Systems

Gustavo Fortes Tondello. 2019. Dynamic Personalization of Gameful Interactive Systems. Waterloo, ON, Canada. University of Waterloo. Online: http://hdl.handle.net/10012/14807
BibTeXAbstractExternal URLSlides
@phdthesis{Tondello2019Thesis,
title = {Dynamic Personalization of Gameful Interactive Systems},
author = {Gustavo Fortes Tondello},
url = {http://hdl.handle.net/10012/14807},
year = {2019},
date = {2019-07-17},
address = {Waterloo, ON, Canada},
school = {University of Waterloo},type = {PhD Thesis},
pubstate = {published},
tppubtype = {phdthesis}
}
Gameful design, the process of creating a system with affordances for gameful experiences, can be used to increase user engagement and enjoyment of digital interactive systems. It can also be used to create applications for behaviour change in areas such as health, wellness, education, customer loyalty, and employee management. However, existing research suggests that the qualities of users, such as their personality traits, preferences, or identification with a task, can influence gamification outcomes.

It is important to understand how to personalize gameful systems, given how user qualities shape the gameful experience. Current evidence suggests that personalized gameful systems can lead to increased user engagement and be more effective in helping users achieve their goals than generic ones. However, to create these kinds of systems, designers need a specific method to guide them in personalizing the gameful experience to their target audience. To address this need, this thesis proposes a novel method for personalized gameful design divided into three steps: (1) classification of user preferences, (2) classification and selection of gameful design elements, and (3) heuristic evaluation of the design.

Regarding the classification of user preferences, this thesis evaluates and validates the Hexad Gamification User Types Scale, which scores a person in six user types: philanthropist, socialiser, free spirit, achiever, player, and disruptor. Results show that the scaleโ€™s structural validity is acceptable for gamification studies through reliability analysis and factor analysis. For classification and selection of gameful design elements, this thesis presents a conceptual framework based on participantsโ€™ self-reported preferences, which classifies elements in eight groups organized into three categories: individual motivations (immersion and progression), external motivations (risk/reward, customization, and incentives), and social motivations (socialization, altruism, and assistance). And to evaluate the design of gameful applications, this thesis introduces a set of 28 gameful design heuristics, which are based on motivational theories and gameful design methods and enable user experience professionals to conduct a heuristic evaluation of a gameful application.

Furthermore, this thesis describes the design, implementation, and pilot evaluation of a software platform for the study of personalized gameful design. It integrates nine gameful design elements built around a main instrumental task, enabling researchers to observe and study the gameful experience of participants. The platform is flexible so the instrumental task can be changed, game elements can be added or removed, and the level and type of personalization or customization can be controlled. This allows researchers to generate different experimental conditions to study a broad range of research questions.

Our personalized gameful design method provides practical tools and clear guidelines to help designers effectively build personalized gameful systems.

Article

Empirical Validation of the Gamification User Types Hexad Scale in English and Spanish

Gustavo Fortes Tondello, Alberto Mora, Andrzej Marczewski, and Lennart Nacke. 2019. Empirical Validation of the Gamification User Types Hexad Scale in English and Spanish. In International Journal of Human-Computer Studies 127: 95-111. Elsevier. doi:10.1016/j.ijhcs.2018.10.002
PDFDOIBibTeXAbstract
@article{Tondello2018e,
abstract = {Gamification, the use of game elements in non-game systems, is now established as a relevant research field in human-computer interaction (HCI). Several empirical studies have shown that gameful interventions can increase engagement and generate desired behavioural outcomes in HCI applications. However, some inconclusive results indicate that we need a fuller understanding of the mechanisms and effects of gamification. The Gamification User Types Hexad scale allows us to parse different user motivations in participantsโ€˜ interactions with gameful applications, which are measured using a self-report questionnaire. Each user type represents a style of interaction with gameful applications, for example, if the interactions are more focused on achievements, socialization, or rewards. Thus, by scoring an individual in each one of the user types of the Hexad model, we can establish a profile of user preferences for gameful interactions. However, we still lack a substantial empirical validation of this scale. Therefore, we set out to validate the factor structure of the scale, in both English and Spanish, by conducting three studies, which also investigated the distribution of the Hexadโ€˜s user types in the sample. Our findings support the structural validity of the scale, as well as suggesting opportunities for improvement. Furthermore, we demonstrate that some user types are more common than others and that gender and age correlate with a personโ€˜s user types. Our work contributes to HCI research by further validating the utility of the Gamification User Types Hexad scale, potentially affording researchers a deeper understanding of the mechanisms and effects of gameful interventions.},
author = {Tondello, Gustavo F. and Mora, Alberto and Marczewski, Andrzej and Nacke, Lennart E.},
doi = {10.1016/j.ijhcs.2018.10.002},
issn = {10715819},
journal = {International Journal of Human-Computer Studies},
keywords = {Gameful Design,Gamification,Hexad,User Types},
publisher = {Elsevier},
title = {{Empirical Validation of the Gamification User Types Hexad Scale in English and Spanish}},
url = {https://doi.org/10.1016/j.ijhcs.2018.10.002},
year = {2019},
volume = {127},
pages = {95--111},
}
Gamification, the use of game elements in non-game systems, is now established as a relevant research field in human-computer interaction (HCI). Several empirical studies have shown that gameful interventions can increase engagement and generate desired behavioural outcomes in HCI applications. However, some inconclusive results indicate that we need a fuller understanding of the mechanisms and effects of gamification. The Gamification User Types Hexad scale allows us to parse different user motivations in participantsโ€™ interactions with gameful applications, which are measured using a self-report questionnaire. Each user type represents a style of interaction with gameful applications, for example, if the interactions are more focused on achievements, socialization, or rewards. Thus, by scoring an individual in each one of the user types of the Hexad model, we can establish a profile of user preferences for gameful interactions. However, we still lack a substantial empirical validation of this scale. Therefore, we set out to validate the factor structure of the scale, in both English and Spanish, by conducting three studies, which also investigated the distribution of the Hexad's user types in the sample. Our findings support the structural validity of the scale, as well as suggesting opportunities for improvement. Furthermore, we demonstrate that some user types are more common than others and that gender and age correlate with a person's user types. Our work contributes to HCI research by further validating the utility of the Gamification User Types Hexad scale, potentially affording researchers a deeper understanding of the mechanisms and effects of gameful interventions.

Proceedings

Gameful Design Heuristics: A Gamification Inspection Tool

Gustavo Fortes Tondello, Dennis Kappen, Marim Ganaba, and Lennart Nacke. 2019. Gameful Design Heuristics: A Gamification Inspection Tool. In Human-Computer Interaction. Perspectives on Design. Proceedings of HCI International 2019. LNCS 11566. Springer. doi:10.1007/978-3-030-22646-6_16
PDFDOIBibTeXAbstract
@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 userโ€™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 softwareโ€™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.

Proceedings

How to Write CHI Papers (Third Edition)

Lennart Nacke. 2019. How to Write CHI Papers (Third Edition). In Extended Abstracts of the 2019 CHI Conference on Human Factors in Computing Systems - CHI EA '19. Glasgow, Scotland UK. ACM, C05. doi:10.1145/3290607.3298817
PDFDOIBibTeXAbstract
@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.

Misc

Human-Computer Interactionโ€“INTERACT 2019: 17th IFIP TC 13 International Conference

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

Extended Abstract

Interactive Narratives in Games: Understanding Player Agency and Experience

Karina Arrambide. 2019. Interactive Narratives in Games: Understanding Player Agency and Experience. CHI PLAY '19, 1-5. doi:10.1145/3341215.3356334
DOIBibTeXAbstractExternal URL
@inproceedings{arrambide2019interactive,
  title={Interactive Narratives in Games: Understanding Player Agency and Experience},
  author={Arrambide, Karina},
  booktitle={Extended Abstracts of the Annual Symposium on Computer-Human Interaction in Play Companion Extended Abstracts},
  pages={1--5},
  year={2019}
}
In my thesis, I define interactive narrative or storytelling as an experience in which users are allowed to decide over the direction and/or outcome of a story. Key decision-making opportunities are presented and users are required to make a choice. Understanding physiological and psychological moments experienced during these decision-making opportunities is important because it helps us pinpoint significant elements that have an impact on the user, such as user agency and engagement. The goal of this PhD work is to uncover these elements and their importance. The contribution of the presented work is twofold: (i) to analyze how an interactive narrative impacts decision-making opportunities, and (ii) present findings from different studies using interactive films and video games. The evaluation of interactive content using different platforms is important to understand users' behaviors while making decisions, thus allowing the exploration of new venues to improve their experience.

Proceedings

Motivational Affordances for Older Adultsโ€™ Physical Activity Technology: An Expert Evaluation

Dennis Kappen, Pejman Mirza-Babaei, and Lennart Nacke. 2019. Motivational Affordances for Older Adultsโ€™ Physical Activity Technology: An Expert Evaluation. In Human-Computer Interaction. Perspectives on Design. Proceedings of HCI International 2019. LNCS 11566. Springer.
PDFBibTeXAbstract
@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 adultsโ€™ 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 adultsโ€™ PA technology.

Article

Older Adultsโ€™ Physical Activity and Exergames: A Systematic Review

Dennis Kappen, Pejman Mirza-Babaei, and Lennart Nacke. 2019. Older Adultsโ€™ Physical Activity and Exergames: A Systematic Review. In International Journal of Humanโ€“Computer Interaction 35, 2: 140-167. Taylor & Francis. doi:10.1080/10447318.2018.1441253
DOIBibTeXAbstract
@article{Kappen2019a,
abstract = {Exertion games, also referred to as exergames, have become popular because they combine physical activity (PA) with game mechanics, such as actions, challenges, and achievements. Exergames have been also used to encourage PA among older adults, as technological interventions to help achieve the latters' health and wellness goals and as aids to rehabilitation. To the best of our knowledge, no systematic review of empirical studies on exergaming and older adults' PA has been reported in the literature. Our review indicates that exergames make a measurable contribution to the improvement of health and wellness goals of older adults. Our systematic review identifies 9 categories and 19 themes of exergame applications in the domain of older adults' PA. We aggregate these categories and themes into three broader exergaming clusters, of โ€œtraining,โ€ โ€œrehabilitation,โ€ and โ€œwellness.โ€ Additionally, we outline pathways for future empirical research into applying exergames as health and wellness interventions...},
author = {Kappen, Dennis L. and Mirza-Babaei, Pejman and Nacke, Lennart E.},
doi = {10.1080/10447318.2018.1441253},
issn = {15327590},
journal = {International Journal of Human-Computer Interaction},
publisher = {Taylor {\&} Francis},
title = {{Older Adults' Physical Activity and Exergames: A Systematic Review}},
volume = {35},
number = {2},
pages = {140--167},
year = {2019}
}
Exertion games, also referred to as exergames, have become popular because they combine physical activity (PA) with game mechanics, such as actions, challenges, and achievements. Exergames have been also used to encourage PA among older adults, as technological interventions to help achieve the lattersโ€™ health and wellness goals and as aids to rehabilitation. To the best of our knowledge, no systematic review of empirical studies on exergaming and older adultsโ€™ PA has been reported in the literature. Our review indicates that exergames make a measurable contribution to the improvement of health and wellness goals of older adults. Our systematic review identifies 9 categories and 19 themes of exergame applications in the domain of older adultsโ€™ PA. We aggregate these categories and themes into three broader exergaming clusters, of โ€œtraining,โ€ โ€œrehabilitation,โ€ and โ€œwellness.โ€ Additionally, we outline pathways for future empirical research into applying exergames as health and wellness interventions for older adults through physical activities.

Proceedings

Player Characteristics and Video Game Preferences

Gustavo Fortes Tondello and Lennart Nacke. 2019. Player Characteristics and Video Game Preferences. In Proceedings of the 2019 Annual Symposium on Computer-Human Interaction in Play - CHI PLAY '19. Barcelona, Spain. ACM. doi:10.1145/3311350.3347185
PDFDOIBibTeXAbstractSlides
@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 participantsโ€™ preferences for different games. Additionally, we provide information about the characteristics of players who enjoy each game.

Extended Abstract

The Development of" Orbit" The Collaborative BCI Game for Children with AD (H) D

Karina Arrambide, Lisa Freiman Cormier, Rina Wehbe, Lennart Nacke, Mareike Gabele, Sebastian Wagner, and Christian Hansen. 2019. The Development of" Orbit" The Collaborative BCI Game for Children with AD (H) D. In Extended Abstracts of the Annual Symposium on Computer-Human Interaction in Play Companion Extended Abstracts. 341-348. doi:10.1145/3341215.3356301
DOIBibTeXAbstractExternal URL
@inproceedings{arrambide2019development,
  title={The Development of" Orbit" The Collaborative BCI Game for Children with AD (H) D},
  author={Arrambide, Karina and Freiman Cormier, Lisa and Wehbe, Rina R and Nacke, Lennart E and Gabele, Mareike and Wagner, Sebastian and Hansen, Christian},
  booktitle={Extended Abstracts of the Annual Symposium on Computer-Human Interaction in Play Companion Extended Abstracts},
  pages={341--348},
  year={2019}
}
Children with Attention Deficit (Hyperactivity) Disorder or AD(H)D can require treatment for which they need to experience long-lasting neurofeedback sessions. Children might not adhere to at-home treatment activities because of the nature of these sessions; thus, not getting the benefits of the program. To increase adherence and effectiveness of the treatment itself, we propose neurofeedback gaming and social encouragement. Our hypothesis is that by playing a collaborative neurofeedback game, children will be more adherent to their treatment and therefore derive a stronger benefit. For this purpose we designed the game "Orbit", a first multiplayer prototype that was evaluated in a pilot study with five neuropsychologists. It was found that collaborative multiplayer games are suitable from a therapeutic standpoint and long-term use because of its higher social motivation and collaboration between children with AD(H)D; albeit there are some drawbacks including unreliability of electroencephalography (EEG) input and the risk for the collaborative environment to be distracting for the player.

Proceedings

The Impact of Using a Gamified Interface on Engagement in a Warehousing Management Task: A NeuroIS Research Proposal

Mario Passalacqua, Pierre-Majorique Lรฉger, Sylvain Sรฉnรฉcal, Marc Fredette, Lennart Nacke, Xinli Lin, Karine Grande, Nicolas Robitaille, Liza Ziemer, and Tony Caprioli. 2019. The Impact of Using a Gamified Interface on Engagement in a Warehousing Management Task: A NeuroIS Research Proposal. In Information Systems and Neuroscience. Lecture Notes in Information Systems and Organisation, vol 29. Cham. Springer, 187-194. doi:10.1007/978-3-030-01087-4_23
PDFDOIBibTeXAbstract
@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.

Proceedings

The quest for a better tailoring of gameful design: An analysis of player type preferences

Alberto Mora, Gustavo Fortes Tondello, Laura Calvet, Carina Gonzรกlez, Joan Arnedo-Moreno, and Lennart Nacke. 2019. The quest for a better tailoring of gameful design: An analysis of player type preferences. In Proceedings of the XX International Conference on Human Computer Interaction - Interacciรณn '19. ACM. doi:10.1145/3335595.3335625
PDFDOIBibTeXAbstract
@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 participantโ€™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.

Proceedings

User Experience (UX) Research in Games

Lennart Nacke, Pejman Mirza-Babaei, and Anders Drachen. 2019. User Experience (UX) Research in Games. In Extended Abstracts of the 2019 CHI Conference on Human Factors in Computing Systems - CHI EA '19. Glasgow, Scotland UK. ACM, C25. doi:10.1145/3290607.3298826
PDFDOIBibTeXAbstract
@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.

Year 2018

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Proceedings

A Theory of Gamification Principles Through Goal-Setting Theory

Gustavo Fortes Tondello, Hardy Premsukh, and Lennart Nacke. 2018. A Theory of Gamification Principles Through Goal-Setting Theory. In Proceedings of the 51st Hawaii International Conference on System Sciences (HICSS). IEEE, 1118-1127. Online: http://hdl.handle.net/10125/50027
PDFBibTeXAbstractExternal URLSlides
@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.

Proceedings

Effect of personalized gameful design on student engagement

Alberto Mora, Gustavo Fortes Tondello, Lennart Nacke, and Joan Arnedo-Moreno. 2018. Effect of personalized gameful design on student engagement. In Proceedings of the IEEE Global Engineering Education Conference - EDUCON 2018. Tenerife, Spain. IEEE.
PDFBibTeXAbstract
@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 studentsโ€™ 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.

Proceedings

Exploring the Role of Non-Player Characters and Gender in Player Identification

Katja Rogers, Maria Aufheimer, Michael Weber, and Lennart Nacke. 2018. Exploring the Role of Non-Player Characters and Gender in Player Identification. In Proceedings of the 2018 Annual Symposium on Computer-Human Interaction in Play - CHI PLAY '18 Extended Abstracts. Melbourne, VIC, Australia. ACM, 271-283. doi:10.1145/3270316.3273041
PDFDOIBibTeXAbstract
@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.

Proceedings

Games and Play SIG: Engaging Small Developer Communities

Lennart Nacke, Pejman Mirza-Babaei, Katta Spiel, Zachary Toups, and Katherine Isbister. 2018. Games and Play SIG: Engaging Small Developer Communities. In Extended Abstracts of the 2018 CHI Conference on Human Factors in Computing Systems - CHI EA '18. Montreal, QC, Canada. ACM, SIG11. doi:10.1145/3170427.3185360
PDFDOIBibTeXAbstract
@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 Montrรฉal, a major game development hub. Montrรฉal 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.

Book

Games User Research

Anders Drachen, Pejman Mirza-Babaei, and Lennart Nacke (Eds). 2018. Games User Research. New York, NY. Oxford University Press. doi:10.1093/oso/9780198794844.001.0001
DOIBibTeXAbstract
@book{GUR2018,
address = {New York, NY},
editor = {Drachen, Anders and Mirza-Babaei, Pejman and Nacke, Lennart},
isbn = {978-0198794844},
pages = {560},
publisher = {Oxford University Press},
title = {{Games User Research}},
year = {2018}
}
Today, Games User Research forms an integral component of the development of any kind of interactive entertainment. User research stands as the primary source of business intelligence in the incredibly competitive game industry. This book aims to provide the foundational, accessible, go-to resource for people interested in GUR. It is a community-driven effortโ€”it is written by passionate professionals and researchers in the GUR community as a handbook and guide for everyone interested in user research and games. The book bridges the current gaps of knowledge in Game User Research, building the go-to volume for everyone working with games, with an emphasis on those new to the field.

Proceedings

Games User Research Methods

Pejman Mirza-Babaei, Lennart Nacke, and Anders Drachen. 2018. Games User Research Methods. In Proceedings of the 2018 Annual Symposium on Computer-Human Interaction in Play Companion Extended Abstracts - CHI PLAY '18 Extended Abstracts. Melbourne, VIC, Australia. ACM, 1-4. doi:10.1145/3270316.3271548
PDFDOIBibTeXAbstract
@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.

Proceedings

Gamification of Older Adultsโ€™ Physical Activity: An Eight-Week Study

Dennis Kappen, Pejman Mirza-Babaei, and Lennart Nacke. 2018. Gamification of Older Adultsโ€™ Physical Activity: An Eight-Week Study. In Proceedings of the 51st Hawaii International Conference on System Sciences (HICSS). IEEE, 1207-1216. Online: http://hdl.handle.net/10125/50036
PDFBibTeXAbstractExternal URL
@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 adultsโ€™ motivation and goalsetting is not yet well-understood beyond point-based systems. To improve older adultsโ€™ (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 adultsโ€™ physical activity through gamified technology, which helped us create guidelines for older adultsโ€™ adaptive engagement.

Proceedings

Gamification: Tools and Techniques for Motivating Users

Gustavo Fortes Tondello and Lennart Nacke. 2018. Gamification: Tools and Techniques for Motivating Users. In Extended Abstracts of the 2018 CHI Conference on Human Factors in Computing Systems - CHI EA '18. Montreal, QC, Canada. ACM, C25. doi:10.1145/3170427.3170662
PDFDOIBibTeXAbstract
@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.

Proceedings

How to Write CHI Papers: Second Edition

Lennart Nacke. 2018. How to Write CHI Papers: Second Edition. In Extended Abstracts of the 2018 CHI Conference on Human Factors in Computing Systems - CHI EA '18. Montreal, QC, Canada. ACM, C05. doi:10.1145/3170427.3170653
PDFDOIBibTeXAbstract
@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.

Proceedings

Information Visualisation, Gamification and Immersive Technologies in Participatory Planning

Nektarios Christodoulou, Andreas Papallas, Zona Kostic, and Lennart Nacke. 2018. Information Visualisation, Gamification and Immersive Technologies in Participatory Planning. In Extended Abstracts of the 2018 CHI Conference on Human Factors in Computing Systems - CHI EA '18. Montreal, QC, Canada. ACM, SIG12. doi:10.1145/3170427.3185363
PDFDOIBibTeXAbstract
@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.

Collection

Introduction to biometric measures for Games User Research

Lennart Nacke. 2018. Introduction to biometric measures for Games User Research. In Anders Drachen, Pejman Mirza-Babaei, and Lennart Nacke. Eds. Games User Research. New York, NY. Oxford University Press, 281-299. doi:10.1093/oso/9780198794844.003.0016
DOIBibTeXAbstract
@incollection{Nacke2018Bio,
address = {New York, NY},
author = {Nacke, Lennart},
editor = {Drachen, Anders and Mirza-Babaei, Pejman and Nacke, Lennart},
isbn = {978-0198794844},
pages = {281-299},
publisher = {Oxford University Press},
booktitle = {{Games User Research}},
title = {{Introduction to biometric measures for Games User Research}},
year = {2018}
}"
Biometrics provide real-time measures of human responses essential to player experience in Games User Research (GUR) projects. This chapter presents the physiological metrics used in GUR. Aimed at GUR professionals in the games industry, it explains what methods are available to researchers to measure biometric data while subjects are engaged in play. It sets out when it is appropriate to use biometric measures in GUR projects, the kind of data generated, and the differing ways it can be analysed. The chapter also discusses the trade-offs required when interpreting physiological data, and will help games user researchers to make informed decisions about which research questions can benefit from biometric methodologies.

Proceedings

Investigating the Impact of Annotation Interfaces on Player Performance in Distributed Multiplayer Games

Sultan Alharthi, Ruth Castillo, Ahmed Khalaf, Zachary Toups, Igor Dolgov, and Lennart Nacke. 2018. Investigating the Impact of Annotation Interfaces on Player Performance in Distributed Multiplayer Games. In Proceeding of the 2018 ACM Conference on Human Factors in Computing Systems - CHI 2018. Montreal, QC, Canada. ACM, 314. doi:10.1145/3173574.3173888
PDFDOIBibTeXAbstract
@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.

Proceedings

KickAR: Exploring Game Balancing Through Boosts and Handicaps in Augmented Reality Table Football

Katja Rogers, Mark Colley, David Lehr, Julian Frommel, Marcel Walch, Lennart Nacke, and Michael Weber. 2018. KickAR: Exploring Game Balancing Through Boosts and Handicaps in Augmented Reality Table Football. In Proceeding of the 2018 ACM Conference on Human Factors in Computing Systems - CHI 2018. Montreal, QC, Canada. ACM, 166. doi:10.1145/3173574.3173740
PDFDOIBibTeXAbstract
@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.

Article

Online-only friends, real-life friends or strangers? Differential associations with passion and social capital in video game play

Ryan Perry, Anders Drachen, Allison Kearney, Simone Kriglstein, Lennart Nacke, Rafet Sifa, Guenter Wallner, and Daniel Johnson. 2018. Online-only friends, real-life friends or strangers? Differential associations with passion and social capital in video game play. In Computers in Human Behavior 79: 202-210. Elsevier. doi:10.1016/j.chb.2017.10.032
DOIBibTeXAbstractExternal URL
@article{PERRY2018,
title = "Online-only friends, real-life friends or strangers? Differential associations with passion and social capital in video game play",
journal = "Computers in Human Behavior",
year = "2018",
volume = "79",
issn = "0747-5632",
doi = "https://doi.org/10.1016/j.chb.2017.10.032",
url = "http://www.sciencedirect.com/science/article/pii/S0747563217306052",
author = "Ryan Perry and Anders Drachen and Allison Kearney and Simone Kriglstein and Lennart E. Nacke and Rafet Sifa and Guenter Wallner and Daniel Johnson",
keywords = "Video games, Passion, Social capital, Relationships, Online, Multiplayer"
}
The present study tests a recently proposed model in which social video game play supports wellbeing by contributing to a harmonious type of engagement with the game. Players (N = 2030) of the online-only multiplayer first-person shooter game, Destiny, reported the frequency they played with real-life friends, online-only friends and strangers, their type of engagement with the game โ€“ measured as harmonious and obsessive passion, and completed a wellbeing measure of social capital. Telemetry data also recorded their total time playing over the duration of the study. A structural equation model supported the prediction that harmonious โ€“ but not obsessive โ€“ passion would mediate the positive association between playing with others and social capital. The findings also supported a supplementary hypothesis that the three types of social relationships would be differentially associated with two forms of social capital โ€“ bridging versus bonding โ€“ as a function of the closeness of social ties. Real-life friends was positively associated with bonding, strangers with bridging, and online-only friends with both. Overall, these results emphasise that social interactions in (and around) online multiplayer video games are effective for building social capital, and do so by ensuring game play is in harmony with other goals and values.

Proceedings

Personalizing Persuasive Strategies in Gameful Systems to Gamification User Types

Rita Orji, Gustavo Fortes Tondello, and Lennart Nacke. 2018. Personalizing Persuasive Strategies in Gameful Systems to Gamification User Types. In Proceeding of the 2018 ACM Conference on Human Factors in Computing Systems - CHI 2018. Montreal, QC, Canada. ACM, 435. doi:10.1145/3173574.3174009
PDFDOIBibTeXAbstract
@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 peopleโ€™s gamification user types play significant roles in the perceived persuasiveness of different strategies. People scoring high in the โ€˜playerโ€™ user type tend to be motivated by competition, comparison, cooperation, and reward while โ€˜disruptorsโ€™ are likely to be demotivated by punishment, goal-setting, simulation, and self-monitoring. โ€˜Socialisersโ€™ 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.

Proceedings

Practical Insights into the Design of Future Disaster Response Training Simulations

Sultan Alharthi, Nicolas LaLone, Ahmed Khalaf, Ruth Castillo, Lennart Nacke, Igor Dolgov, and Zachary Toups. 2018. Practical Insights into the Design of Future Disaster Response Training Simulations. In 15th International Conference on Information Systems for Crisis Response and Management (ISCRAM 2018). Rochester, NY, USA.
PDFBibTeXAbstract
@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 todayโ€™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.

Proceedings

Toward Understanding the Effects of Cognitive Styles on Collaboration in Multiplayer Games

Sultan Alharthi, George Raptis, Christina Katsini, Igor Dolgov, Lennart Nacke, and Zachary Toups. 2018. Toward Understanding the Effects of Cognitive Styles on Collaboration in Multiplayer Games. In Companion of the 2018 ACM Conference on Computer Supported Cooperative Work and Social Computing - CSCW '18. Jersey City, NJ, USA. ACM, 169-172. doi:10.1145/3272973.3274047
PDFDOIBibTeXAbstract
@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.

Article

Towards a Trait Model of Video Game Preferences

Gustavo Fortes Tondello, Deltcho Valtchanov, Adrian Reetz, Rina Wehbe, Rita Orji, and Lennart Nacke. 2018. Towards a Trait Model of Video Game Preferences. In International Journal of Humanโ€“Computer Interaction 34, 8: 732-748. Taylor & Francis. doi:10.1080/10447318.2018.1461765
PDFDOIBibTeXAbstract
@article{Tondello2018d,
abstract = {Typologies for understanding players' preferences towards different gameplay styles have gained popularity in research. However, attempts to model players' preferences are based on type models instead of trait models, contrary to the latest personality research. One such model, BrainHex, was designed as an interim model to enable investigations towards a definitive player trait model. However, it lacks empirical validation in support of its psychometric properties. The present work analysed a dataset with over 50,000 respondents to devise a player traits model based off the BrainHex scale. Results indicate three player traits: action, aesthetic, and goal orientation. Furthermore, we analysed the games listed by participants as examples of what they enjoy, to understand which factors influence player preferences. Results illustrate that the emergent player traits and participants' genders and attitudes towards story can partially explain player preferences towards certain games. Finally, we present the implications towards a definitive player traits model.},
author = {Tondello, Gustavo F. and Valtchanov, Deltcho and Reetz, Adrian and Wehbe, Rina R. and Orji, Rita and Nacke, Lennart E.},
doi = {10.1080/10447318.2018.1461765},
journal = {International Journal of Human-Computer Interaction},
keywords = {BrainHex,Games,Games User Research,Motivation,Player Traits,Player Typology,Scale Design},
title = {{Towards a Trait Model of Video Game Preferences}},
volume = {34},
number = {8},
pages = {732--748},
year = {2018}
}
Typologies for understanding playersโ€™ preferences toward different gameplay styles have gained popularity in research. However, attempts to model playersโ€™ preferences are based on type models instead of trait models, contrary to the latest personality research. One such model, BrainHex, was designed as an interim model to enable investigations toward a definitive player trait model. However, it lacks empirical validation in support of its psychometric properties. The present work analyzed a dataset with over 50,000 respondents to devise a player traits model based off the BrainHex scale. Results indicate three player traits: action, esthetic, and goal orientation. Furthermore, we analyzed the games listed by participants as examples of what they enjoy, to understand which factors influence player preferences. Results illustrate that the emergent player traits and participantsโ€™ genders and attitudes toward story can partially explain player preferences toward certain games. Finally, we present the implications toward a definitive player traits model.

Proceedings

Towards Customizing Gameful Systems by Gameful Design Elements

Gustavo Fortes Tondello and Lennart Nacke. 2018. Towards Customizing Gameful Systems by Gameful Design Elements. In Third International Workshop on Personalization in Persuasive Technology. Waterloo, ON, Canada. CEUR-WS.org, 102-110. Online: http://ceur-ws.org/Vol-2089/11_Tondello.pdf
PDFBibTeXAbstractExternal URL
@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 participantsโ€™ 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.

Proceedings

Towards the Visual Design of Non-Player Characters for Narrative Roles

Katja Rogers, Maria Aufheimer, Michael Weber, and Lennart Nacke. 2018. Towards the Visual Design of Non-Player Characters for Narrative Roles. In Proceedings of Graphics Interface 2018. Toronto, ON Canada. 154-161. doi:10.20380/GI2018.21
PDFDOIBibTeXAbstract
@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 designersโ€™ 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.

Proceedings

Vanishing Importance: Studying Immersive Effects of Game Audio Perception on Player Experiences in Virtual Reality

Katja Rogers, Giovanni Ribeiro, Rina Wehbe, Michael Weber, and Lennart Nacke. 2018. Vanishing Importance: Studying Immersive Effects of Game Audio Perception on Player Experiences in Virtual Reality. In Proceeding of the 2018 ACM Conference on Human Factors in Computing Systems - CHI 2018. Montreal, QC, Canada. ACM, 328. doi:10.1145/3173574.3173902
PDFDOIBibTeXAbstract
@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.

Year 2017

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Article

A comparison of system-controlled and user-controlled personalization approaches

Rita Orji, Kiemute Oyibo, and Gustavo Fortes Tondello. 2017. A comparison of system-controlled and user-controlled personalization approaches. In Adjunct publication of the 25th conference on user modeling, adaptation and personalization: 413-418. New York, NY, USA. ACM. doi:10.1145/3099023.3099116
DOIBibTeXAbstractExternal URL
@inproceedings{10.1145/3099023.3099116,
author = {Orji, Rita and Oyibo, Kiemute and Tondello, Gustavo F.},
title = {A Comparison of System-Controlled and User-Controlled Personalization Approaches},
year = {2017},
isbn = {9781450350679},
publisher = {Association for Computing Machinery},
address = {New York, NY, USA},
url = {https://doi.org/10.1145/3099023.3099116},
doi = {10.1145/3099023.3099116},
abstract = {Personalizing interactive systems including games increases their effectiveness. This paper explores and compares two main approaches to personalization: system-controlled and user-controlled adaptation. The results of large-scale exploratory studies of 1768 users show that both techniques to personalizing systems share seven common strengths of increasing users' perception of a system's relevance, usefulness, interactivity, ease of use, credibility and trust, and also increases users' self-efficacy. The results also reveal some unique strengths and weaknesses peculiar to each of the approaches that designers should take into consideration when deciding on a suitable adaptation technique to use in personalizing their systems. Users prefer system- over user-controlled adaptation.},
booktitle = {Adjunct Publication of the 25th Conference on User Modeling, Adaptation and Personalization},
pages = {413โ€“418},
numpages = {6},
keywords = {persuasive technology, user-control, tailoring, adaptation, behaviour change, health, hci, personalization, system-control},
location = {Bratislava, Slovakia},
series = {UMAP '17}
}
Personalizing interactive systems including games increases their effectiveness. This paper explores and compares two main approaches to personalization: system-controlled and user-controlled adaptation. The results of large-scale exploratory studies of 1768 users show that both techniques to personalizing systems share seven common strengths of increasing users' perception of a system's relevance, usefulness, interactivity, ease of use, credibility and trust, and also increases users' self-efficacy. The results also reveal some unique strengths and weaknesses peculiar to each of the approaches that designers should take into consideration when deciding on a suitable adaptation technique to use in personalizing their systems. Users prefer system-over user-controlled adaptation.

Proceedings

A Framework and Taxonomy of Videogame Playing Preferences

Gustavo Fortes Tondello, Rina Wehbe, Rita Orji, Giovanni Ribeiro, and Lennart Nacke. 2017. A Framework and Taxonomy of Videogame Playing Preferences. In Proceedings of the 2017 Annual Symposium on Computer-Human Interaction in Play - CHI PLAY '17. Amsterdam, Netherlands. ACM, 329-340 . doi:10.1145/3116595.3116629
PDFDOIBibTeXAbstractSlides
@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 participantsโ€™ preferences and discuss the implications of these findings.

PhD Thesis

Adaptive engagement of older adultsโ€™ fitness through gamification

Dennis Kappen. 2017. Adaptive engagement of older adultsโ€™ fitness through gamification. Oshawa, ON, Canada. University of Ontario Institute of Technology. Online: http://hdl.handle.net/10155/881
BibTeXAbstractExternal URL
@phdthesis{Kappen2017,
author = {Kappen, Dennis L.},
school = {University of Ontario Institute of Technology},
title = {{Adaptive Engagement of Older Adults' Fitness through Gamification}},
type = {PhD thesis},
url = {http://hdl.handle.net/10155/881},
year = {2017}
}
Older adults are often not physically active because they lack motivation, time, and/or physical ability. Not only does this impact the life of older adults, but it also affects society as a whole, because the cost of healthcare attached to maintaining the health of older adults is continually rising. This thesis addresses the problem by investigating the disenchantment of older adults with physical activity (PA), reasons for their lack of participation in PA, and contributes motivational affordances for PA. This thesis makes three important contributions to human-computer interaction: a) the development of adaptive engagement guidelines for PA technology for older adults. b) the Exercise Motivation Technology Framework (EMFT) - a framework to aid in the design and development of PA technology for older adults, and c) the Kaleidoscope of Effective Gamification (KEG) - a design and analysis tool for helping designers design and develop gamified apps. These contributions were achieved through a phased investigative approach. The analysis of preliminary studies (Phase 1) resulted in the development of the EMTF for older adults PA technology. A survey study (Phase 2) on the preferences of motivational affordances for PA across different age groups suggested that โ€˜health pressuresโ€™ and โ€˜ill-health avoidanceโ€™ were significant exercise motives for PA in different age groups. Age-differentiated guidelines from Phase 2 were used to develop and evaluate Spirit50 (Phase 3), a gamified technology artifact, specifically developed under my supervision for adults over 50 years of age. Phase 4 was a synchronous, three-condition (gamified, non-gamified, and control groups) experimental study over an eight-week period with a total of 30 participants. Expert evaluation (Phase 5) to review technology facilitation of PA using the Spirit50 app also pointed to the usefulness and the applicability of gamification as a behaviour change technology for delivering PA solutions for older adults. The findings of this thesis contribute to understanding PA motivation among older adults on a granular level from a technology facilitation standpoint using gamification strategies. The EMTF model helped to design PA technology by combining desirability, customization, and motivational affordances for older adults. Finally, this thesis contributes to tailoring and personalizing of adaptive engagement strategies using specific gamification elements like goals supported by challenges, selection of quests based on ability, progressive feedback, and rewards validating performance and efforts as potential ways to deliver age-centric PA technology for older adults.

Proceedings

Applying Gameful Design Heuristics

Gustavo Fortes Tondello and Lennart Nacke. 2017. Applying Gameful Design Heuristics. In Proceeding of the 2017 ACM Conference on Human Factors in Computing Systems - CHI 2017. Denver, CO, USA. ACM, 1209-1212. doi:10.1145/3027063.3027116
PDFDOIBibTeXAbstract
@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.

Proceedings

CLEVER: A Gameful Enterprise Learning System

Dominic Elm, Gustavo Fortes Tondello, and Lennart Nacke. 2017. CLEVER: A Gameful Enterprise Learning System. In 1st International Workshop on Gamification and Games for Learning. Tenerife, Spain. ULL. Online: https://riull.ull.es/xmlui/handle/915/4783
PDFBibTeXAbstractExternal URL
@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.

Proceedings

Curiously Motivated: Profiling Curiosity with Self-Reports and Behaviour Metrics in the Game โ€œDestinyโ€

Mike Schรคkermann, Giovanni Ribeiro, Guenter Wallner, Simone Kriglstein, Daniel Johnson, Anders Drachen, Rafet Sifa, and Lennart Nacke. 2017. Curiously Motivated: Profiling Curiosity with Self-Reports and Behaviour Metrics in the Game โ€œDestinyโ€. In Proceedings of the 2017 Annual Symposium on Computer-Human Interaction in Play - CHI PLAY '17. Amsterdam, Netherlands. ACM, 143-156 . doi:10.1145/3116595.3116603
PDFDOIBibTeXAbstract
@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 Destinyโ€”a popular shared-world first-person shooter (FPS) game. Behaviour metrics were paired with four curiosity factors: โ€˜social' curiosity, โ€˜sensory/cognitive' curiosity, โ€˜novelty-seeking' curiosity, and โ€˜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 Destinyโ€”a popular shared-world first-person shooter (FPS) game. Behaviour metrics were paired with four curiosity factors: โ€˜socialโ€™ curiosity, โ€˜sensory/cognitiveโ€™ curiosity, โ€˜novelty-seekingโ€™ curiosity, and โ€˜explorativeโ€™ 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.

Proceedings

Defining Gamification Video

Melissa Stocco, Marim Ganaba, Gustavo Fortes Tondello, and Lennart Nacke. 2017. Defining Gamification Video. In Proceedings of the 2017 CHI Conference Extended Abstracts on Human Factors in Computing Systems. ACM, 472. doi:10.1145/3027063.3049793
DOIBibTeXAbstractExternal URL
@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.

Proceedings

Elements of Gameful Design Emerging from User Preferences

Gustavo Fortes Tondello, Alberto Mora, and Lennart Nacke. 2017. Elements of Gameful Design Emerging from User Preferences. In Proceedings of the 2017 Annual Symposium on Computer-Human Interaction in Play - CHI PLAY '17. Amsterdam, Netherlands. ACM, 129-142. doi:10.1145/3116595.3116627
PDFDOIBibTeXAbstractSlides
@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 participantsโ€™ 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.

Proceedings

Exploring the Potential of Game Audio for Wellbeing

Katja Rogers and Lennart Nacke. 2017. Exploring the Potential of Game Audio for Wellbeing. In Positive Gaming: Workshop on Gamification and Games for Wellbeing. Amsterdam, Netherlands. CEUR-WS.org. Online: http://ceur-ws.org/Vol-2055/paper8.pdf
PDFBibTeXAbstractExternal URL
@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 peopleโ€™s everyday lives. Games have also been shown to have the capability to improve player well-being in certain contexts. However, the role of playersโ€™ 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.

Foreword

Foreword: 1st Workshop on Gamification and Games for Learning

Joan Arnedo-Moreno, Gonzรกlez Gonzรกlez , Carina Soledad, Alberto Mora, and Lennart Nacke. 2017. Foreword: 1st Workshop on Gamification and Games for Learning. Online: https://riull.ull.es/xmlui/handle/915/4766
BibTeXExternal URL
@inproceedings{arnedo2017foreword,
  title={Foreword: 1st Workshop on Gamification and Games for Learning (GamiLearnโ€™17)},
  author={Arnedo Moreno, Joan and Gonz{\'a}lez Gonz{\'a}lez, Carina Soledad and Mora Carre{\~n}o, Alberto and Nacke, Lennart E and others},
  booktitle={1st Workshop on Gamification and Games for Learning (GamiLearnโ€™17)},
  year={2017},
  organization={Universidad de La Laguna}
}

Proceedings

From Joysticks to Pokรฉmon Go: Games and Play Research in SIGCHI

Lennart Nacke, Zachary Toups, and Daniel Johnson. 2017. From Joysticks to Pokรฉmon Go: Games and Play Research in SIGCHI. In Proceeding of the 2017 ACM Conference on Human Factors in Computing Systems - CHI 2017. Denver, CO, USA. ACM, 1330-1333. doi:10.1145/3027063.3049284
PDFDOIBibTeXAbstract
@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.

Article

Games User Research and Gamification in Human-Computer Interaction

Lennart Nacke. 2017. Games User Research and Gamification in Human-Computer Interaction. In XRDS: Crossroads, The ACM Magazine for Students 24, 1: 48-51. ACM. doi:10.1145/3123748
PDFDOIBibTeX
@article{Nacke2017xrds,
author = {Nacke, Lennart E.},
doi = {10.1145/3123748},
issn = {15284972},
journal = {XRDS: Crossroads, The ACM Magazine for Students},
mendeley-groups = {HCI Games Group Publications},
number = {1},
pages = {48--51},
title = {{Games User Research and Gamification in Human-Computer Interaction}},
url = {http://dl.acm.org/citation.cfm?doid=3140569.3123748},
volume = {24},
year = {2017}
}

Proceedings

Gamification through the Application of Motivational Affordances for Physical Activity Technology

Dennis Kappen, Pejman Mirza-Babaei, and Lennart Nacke. 2017. Gamification through the Application of Motivational Affordances for Physical Activity Technology. In Proceedings of the 2017 Annual Symposium on Computer-Human Interaction in Play - CHI PLAY '17. Amsterdam, Netherlands. ACM. doi:10.1145/3116595.3116604
PDFDOIBibTeXAbstract
@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 oneโ€™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.

Proceedings

GazeTap: towards hands-free interaction in the operating room

Benjamin Hatscher, Maria Luz, Lennart Nacke, Norbert Elkmann, Veit Mรผller, and Christian Hansen. 2017. GazeTap: towards hands-free interaction in the operating room. In Proceedings of the 19th ACM International Conference on Multimodal Interaction - ICMI '17. Glasgow, UK. ACM, 243-251 . doi:10.1145/3136755.3136759
PDFDOIBibTeXAbstract
@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.

Extended Abstract

How Multidisciplinary is Gamification Research? Results from a Scoping Review

Nicholas O'Donnel, Dennis Kappen, Zachary Fitz-Walter, Sebastian Deterding, Lennart Nacke, and Daniel Johnson. 2017. How Multidisciplinary is Gamification Research? Results from a Scoping Review. In Extended Abstracts Publication of the Annual Symposium on Computer-Human Interaction in Play. ACM, 445โ€“452. doi:10.1145/3130859.3131412
DOIBibTeXAbstract
@inproceedings{o2017multidisciplinary,
  title={How multidisciplinary is gamification research? Results from a scoping review},
  author={O'Donnell, Nicholas and Kappen, Dennis L and Fitz-Walter, Zachary and Deterding, Sebastian and Nacke, Lennart E and Johnson, Daniel},
  booktitle={Extended Abstracts Publication of the Annual Symposium on Computer-Human Interaction in Play},
  pages={445--452},
  year={2017}
}
Gamification has been repeatedly framed as an emerging multidisciplinary research field. However, it is unclear how multidisciplinary the field actually is. To answer this question, this paper presents initial results of a broader scoping review of gamification research published between 2010 and 2016. Close to 2,000 peer-reviewed English-language journal and conference papers were identified across 11 databases and categorized by discipline. Results indicate an explosive growth of literature peaking in 2015. Early on, Information and Computing Science dominated the field, to be overtaken by the sum of other disciplines in 2013, education, economics and tourism in specific. This indicates that gamification was initially a field within computer science and HCI and has only recently become truly multi-disciplinary.

Proceedings

How to Write and Review CHI Papers

Lennart Nacke. 2017. How to Write and Review CHI Papers. In Proceeding of the 2017 ACM Conference on Human Factors in Computing Systems - CHI 2017. Denver, CO, USA. ACM, 1228-1231. doi:10.1145/3027063.3027097
PDFDOIBibTeXAbstract
@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 someoneโ€™s research. It is structured into two 80-minute units with a focus on writing and reviewing respectively.

Proceedings

Left Them 4 Dead: Perception of Humans versus Non-Player Character Teammates in Cooperative Gameplay

Rina Wehbe, Edward Lank, and Lennart Nacke. 2017. Left Them 4 Dead: Perception of Humans versus Non-Player Character Teammates in Cooperative Gameplay. In Proceedings of the 2017 Conference on Designing Interactive Systems. Edinburgh, UK. ACM, 403-415. doi:10.1145/3064663.3064712
PDFDOIBibTeXAbstract
@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 playerโ€™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.

Proceedings

Positive Gaming: Workshop on Gamification and Games for Wellbeing

Gustavo Fortes Tondello, Rita Orji, Kellie Vella, Daniel Johnson, Marierose van Dooren, and Lennart Nacke. 2017. Positive Gaming: Workshop on Gamification and Games for Wellbeing. In Proceedings of the 2017 Annual Symposium on Computer-Human Interaction in Play - CHI PLAY '17 Extended Abstracts. Amsterdam, Netherlands. ACM. doi:10.1145/3130859.3131442
PDFDOIBibTeXAbstract
@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 โ€“ 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 โ€œPositive Gamingโ€ โ€“ 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 โ€“ 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 โ€œPositive Gamingโ€ โ€“ 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.

Proceedings

Recommender Systems for Personalized Gamification

Gustavo Fortes Tondello, Rita Orji, and Lennart Nacke. 2017. Recommender Systems for Personalized Gamification. In Proceedings of UMAPโ€™17 Adjunct. Bratislava, Slovakia. ACM. doi:10.1145/3099023.3099114
PDFDOIBibTeXAbstract
@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.

Proceedings

Testing Incremental Difficulty Design in Platformer Games

Rina Wehbe, Elisa Mekler, Mike Schรคkermann, Edward Lank, and Lennart Nacke. 2017. Testing Incremental Difficulty Design in Platformer Games. In Proceeding of the 2017 ACM Conference on Human Factors in Computing Systems - CHI 2017. Denver, CO, USA. ACM, 5109-5113. doi:10.1145/3025453.3025697
PDFDOIBibTeXAbstract
@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.

Proceedings

The Adoption of Physiological Measures as an Evaluation Tool in UX

Vanessa Georges, Franรงois Courtemanche, Sylvain Sรฉnรฉcal, Pierre-Majorique Lรฉger, Lennart Nacke, and Romain Pourchon. 2017. The Adoption of Physiological Measures as an Evaluation Tool in UX. In Fiona Fui-Hoon Nah and Chuan-Hoo Tan. Eds. HCI in Business, Government and Organizations. Interacting with Information Systems. HCIBGO 2017. Lecture Notes in Computer Science, vol 10293. Cham. Springer, 90-98. doi:10.1007/978-3-319-58481-2_8
PDFDOIBibTeXAbstract
@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 usersโ€™ 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.

Article

The Impact of Health-Related User Interface Sounds on Player Experience

James Robb, Tom Garner, Karen Collins, and Lennart Nacke. 2017. The Impact of Health-Related User Interface Sounds on Player Experience. In Simulation & Gaming 48, 3: 402-427. SAGE. doi:10.1177/1046878116688236
PDFDOIBibTeXAbstract
@article{Robb2017,
abstract = {Background. Understanding how sound functions on informational and emotional levels within video games is critical to understanding player experience of games. User interface sounds, such as player-character health, are a pivotal component of gameplay across many video game genres, yet have not been studied in detail. Method. To address this research gap in user interface sounds, we present two studies: The first study examines the impact of the presence or absence of player-health sounds on player experience. The second study explores the impact of the types of sound used to indicate player health. We use mixed methods with qualitative and physiological measures. Results. Our results reveal that despite the presence of visual cues, sound is still important to game design for conveying health-related information and that the type of sound affects player experience.},
author = {Robb, James and Garner, Tom and Collins, Karen and Nacke, Lennart E.},
doi = {10.1177/1046878116688236},
journal = {Simulation {\&} Gaming},
month = {jun},
number = {3},
pages = {402--427},
publisher = {SAGE Publications},
title = {{The Impact of Health-Related User Interface Sounds on Player Experience}},
url = {http://journals.sagepub.com/doi/10.1177/1046878116688236},
volume = {48},
year = {2017}
}
Background. Understanding how sound functions on informational and emotional levels within video games is critical to understanding player experience of games. User interface sounds, such as player-character health, are a pivotal component of gameplay across many video game genres, yet have not been studied in detail. Method. To address this research gap in user interface sounds, we present two studies: The first study examines the impact of the presence or absence of player-health sounds on player experience. The second study explores the impact of the types of sound used to indicate player health. We use mixed methods with qualitative and physiological measures. Results. Our results reveal that despite the presence of visual cues, sound is still important to game design for conveying health-related information and that the type of sound affects player experience.

Article

The maturing of gamification research

Lennart Nacke and Sebastian Deterding. 2017. The maturing of gamification research. In Computers in Human Behavior 71: 450-454. Elsevier. doi:10.1016/j.chb.2016.11.062
PDFDOIBibTeX
@article{Nacke2017,
author = {Nacke, Lennart E. and Deterding, Sebastian},
doi = {10.1016/j.chb.2016.11.062},
journal = {Computers in Human Behavior},
title = {{The maturing of gamification research}},
year = {2017},
volume = {71}
}

Proceedings

Towards Personality-driven Persuasive Health Games and Gamified Systems

Rita Orji, Lennart Nacke, and Chrysanne Di Marco. 2017. Towards Personality-driven Persuasive Health Games and Gamified Systems. In Proceeding of the 2017 ACM Conference on Human Factors in Computing Systems - CHI 2017. Denver, CO, USA. ACM, 1015-1027. doi:10.1145/3025453.3025577
PDFDOIBibTeXAbstract
@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 peopleโ€™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.

Proceedings

Using technology to boost employee wellbeing? How gamification can help or hinder results

Ekaterina Pogrebtsova, Gustavo Fortes Tondello, Hardy Premsukh, and Lennart Nacke. 2017. Using technology to boost employee wellbeing? How gamification can help or hinder results. In Positive Gaming: Workshop on Gamification and Games for Wellbeing. Amsterdam, Netherlands. CEUR-WS.org. Online: http://ceur-ws.org/Vol-2055/paper5.pdf
PDFBibTeXAbstractExternal URL
@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 โ€œpositive organizationsโ€ 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 โ€œpositive organizationsโ€ and promoting employeesโ€™ wellbeing using the latest technologies in todayโ€™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 2016

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Article

"It was Colonel Mustard in the Study with the Candlestick": Using Artifacts to Create An Alternate Reality Game-The Unworkshop

Alina Striner, Lennart Nacke, Elizabeth Bonsignore, Matthew Louis Mauriello, Zachary Toups, Carlea Holl-Jensen, and Heather Kelley. 2016. "It was Colonel Mustard in the Study with the Candlestick": Using Artifacts to Create An Alternate Reality Game-The Unworkshop. In arXiv:1804.08737 [cs.HC]. arXiv. Online: https://arxiv.org/abs/1804.08737
PDFBibTeXAbstractExternal URL
@article{striner2018colonel,
  title={" It was Colonel Mustard in the Study with the Candlestick": Using Artifacts to Create An Alternate Reality Game-The Unworkshop},
  author={Striner, Alina and Nacke, Lennart E and Bonsignore, Elizabeth and Mauriello, Matthew Louis and Toups, Zachary O and Holl-Jensen, Carlea and Kelley, Heather},
  journal={arXiv preprint arXiv:1804.08737},
  year={2018}
}
Workshops are used for academic social networking, but connections can be superficial and result in few enduring collaborations. This unworkshop offers a novel interactive format to create deep connections, peer- learning, and produces a technology-enhanced experience. Participants will generate interactive technological artifacts before the unworkshop, which will be used together and orchestrated at the unworkshop to engage all participants in an alternate reality game set in local places at the conference.

Proceedings

โ€œThe Collecting Itself Feels Goodโ€: Towards Collection Interfaces for Digital Game Objects

Zachary Toups, Nicole Crenshaw, Rina Wehbe, Gustavo Fortes Tondello, and Lennart Nacke. 2016. โ€œThe Collecting Itself Feels Goodโ€: Towards Collection Interfaces for Digital Game Objects. In Proceedings of the 2016 Annual Symposium on Computer-Human Interaction in Play - CHI PLAY '16. Austin, TX, USA. ACM. doi:10.1145/2967934.2968088
PDFDOIBibTeXAbstract
@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 = {โ€œThe Collecting Itself Feels Goodโ€: 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.

Proceedings

ABOVE WATER: An Educational Game for Anxiety

Rina Wehbe, Diane Watson, Gustavo Fortes Tondello, Marim Ganaba, Melissa Stocco, Alvin Lee, and Lennart Nacke. 2016. ABOVE WATER: An Educational Game for Anxiety. In Proceedings of the 2016 Annual Symposium on Computer-Human Interaction in Play Extended Abstracts - CHI PLAY EA '16. Austin, TX, USA. ACM. doi:10.1145/2968120.2971804
PDFDOIBibTeXAbstract
@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.

Proceedings

ABOVE WATER: Extending the Play Space for Health

Rina Wehbe, Diane Watson, Gustavo Fortes Tondello, and Lennart Nacke. 2016. ABOVE WATER: Extending the Play Space for Health. In Proceedings of the 2016 International Conference on Interactive Surfaces and Spaces - ISS '16. Niagara Falls, ON, Canada. ACM. doi:10.1145/2992154.2996882
PDFDOIBibTeXAbstract
@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.

Book Chapter

Biometrics in a Data Driven World: Trends, Technologies, and Challenges

Lennart Nacke and Regan Mandryk. 2016. Biometrics in a Data Driven World: Trends, Technologies, and Challenges. CRC Press, 197-229.
BibTeX
@book{mandryk2016biometrics,
  title={Biometrics in gaming and entertainment technologies},
  author={Mandryk, Regan L and Nacke, Lennart E and Mandryk, Regan L},
  year={2016},
  publisher={CRC Press, Boca Raton FL}
}

Proceedings

CHI PLAYGUE: A Mobile Conference Networking Game

Gustavo Fortes Tondello, Rina Wehbe, and Lennart Nacke. 2016. CHI PLAYGUE: A Mobile Conference Networking Game. In Proceedings of the 2016 International Conference on Interactive Surfaces and Spaces - ISS '16. Niagara Falls, ON, Canada. ACM. doi:10.1145/2992154.2996870
PDFDOIBibTeXAbstract
@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 peopleโ€™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 peopleโ€™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.

Proceedings

CLEVER: A Trivia and Strategy Game for Enterprise Knowledge Learning

Dominic Elm, Gustavo Fortes Tondello, Dennis Kappen, Marim Ganaba, Melissa Stocco, and Lennart Nacke. 2016. CLEVER: A Trivia and Strategy Game for Enterprise Knowledge Learning. In Proceedings of the 2016 Annual Symposium on Computer-Human Interaction in Play Extended Abstracts - CHI PLAY EA '16. Austin, TX, USA. ACM. doi:10.1145/2968120.2971805
PDFDOIBibTeXAbstract
@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.

Proceedings

CLEVER: Gamification and Enterprise Knowledge Learning

Dominic Elm, Dennis Kappen, Gustavo Fortes Tondello, and Lennart Nacke. 2016. CLEVER: Gamification and Enterprise Knowledge Learning. In Proceedings of the 2016 Annual Symposium on Computer-Human Interaction in Play Extended Abstracts - CHI PLAY EA '16. Austin, TX, USA. ACM. doi:10.1145/2968120.2987745
PDFDOIBibTeXAbstract
@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.

Proceedings

Design and preliminary validation of the player experience inventory

Vero Vanden Abeele, Lennart Nacke, Elisa Mekler, and Daniel Johnson. 2016. Design and preliminary validation of the player experience inventory. In Proceedings of the 2016 Annual Symposium on Computer-Human Interaction in Play Companion Extended Ab.. ACM, 335โ€“341. doi:10.1145/2968120.2987744
DOIBibTeXAbstractExternal URL
@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.

Proceedings

Design Strategies for Gamified Physical Activity Applications for Older Adults

Dennis Kappen, Lennart Nacke, Kathrin Gerling, and Lia Tsotos. 2016. Design Strategies for Gamified Physical Activity Applications for Older Adults. In Proceedings of the 49th Annual Hawaii International Conference on System Sciences. IEEE, 1309-1318. doi:10.1109/HICSS.2016.166
PDFDOIBibTeXAbstract
@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 adultsโ€™ needs and preferences regarding technologies that support physical activity. We address this issue through an exploration of older adultsโ€™ 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.

Book Chapter

Games of the Heart and Mind: Affective Ludology and the Development of Emotionally Aware Player Experiences.

Pedro Nogueira, Samantha Stahlke, Rina Wehbe, and Lennart Nacke. 2016. Games of the Heart and Mind: Affective Ludology and the Development of Emotionally Aware Player Experiences.. McFarland & Company, Inc., 105-125.
BibTeX
@book{perron2016video,
  title={Video games and the mind: essays on cognition, affect and emotion},
  author={Perron, Bernard and Schr{\"o}ter, Felix},
  year={2016},
  publisher={McFarland}
}

Proceedings

Heuristic Evaluation for Gameful Design

Gustavo Fortes Tondello, Dennis Kappen, Elisa Mekler, Marim Ganaba, and Lennart Nacke. 2016. Heuristic Evaluation for Gameful Design. In Proceedings of the 2016 Annual Symposium on Computer-Human Interaction in Play Extended Ebstracts - CHI PLAY EA '16. Austin, TX, USA. ACM. doi:10.1145/2968120.2987729
PDFDOIBibTeXAbstract
@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.

Proceedings

Investigating the Impact of Cooperative Communication Mechanics on Player Performance in Portal 2

Deepika Vaddi, Zachary Toups, Igor Dolgov, Rina Wehbe, and Lennart Nacke. 2016. Investigating the Impact of Cooperative Communication Mechanics on Player Performance in Portal 2. In Proceedings of Graphics Interfaces 2016. Victoria, BC, Canada. ACM.
PDFBibTeXAbstract
@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 gameโ€™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 gameโ€™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.

Proceedings

Lightweight Games User Research for Indies and Non-Profit Organizations

Lennart Nacke, Christiane Moser, Anders Drachen, Pejman Mirza-Babaei, Andrea Abney, and Zhu (Cole) Zhenyu. 2016. Lightweight Games User Research for Indies and Non-Profit Organizations. In Proceedings of the 34th Annual ACM Conference on Human Factors in Computing Systems Extended Abstracts - CHI EA '16. San Jose, CA, USA. ACM. doi:10.1145/2851581.2856504
PDFDOIBibTeXAbstract
@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.

Book Chapter

Player Experience

Florian โ€˜Floydโ€™ Mueller, Christiane Moser, Lennart Nacke, and Josef Wiemeyer. 2016. Player Experience. Springer International Publishing, 243-271. doi:10.1007/978-3-319-40612-1_9
DOIBibTeXAbstractExternal URLSlides
@incollection{wiemeyer2016player,
  title={Player experience},
  author={Wiemeyer, Josef and Nacke, Lennart and Moser, Christiane and others},
  booktitle={Serious Games},
  pages={243--271},
  year={2016},
  publisher={Springer}
}
In computer science, the concept of user experience has proven to be beneficial in order to improve the quality of interaction between software and its users, by taking usersโ€™ emotions and attitudes into account. In general, user experience focuses on interaction. As not only interaction (e.g., good usability) is of importance for players, this chapter discusses how the concept of user experience can not only be applied to serious games, but also how it can be extended in order to cover the characteristics of games as a special software. For this refined concept, the term player experience has been coined. First, the concept of player experience is introduced in this chapter. The adequate conceptualization of player experience requires differentiating specific dimensions like (game-) flow, immersion, challenge, tension, competence, and emotions. Because of the individual nature of player experience, psychological models need to be used for the conceptualization as they are able to reflect this multidimensional structure. In addition, interdisciplinary models are needed in order to address the various factors influencing player experience. This ensures a holistic approach. Second, the question how to measure player experience is discussed. Here, different levels have to be distinguished: Behavior, physiological reactions, and subjective experience. Finally, it is shown how knowledge about player experience can be employed to develop serious games systematically and to improve their quality.

Proceedings

The Gamification User Types Hexad Scale

Gustavo Fortes Tondello, Rina Wehbe, Lisa Diamond, Marc Busch, Andrzej Marczewski, and Lennart Nacke. 2016. The Gamification User Types Hexad Scale. In Proceedings of the 2016 Annual Symposium on Computer-Human Interaction in Play - CHI PLAY '16. Austin, TX, USA. ACM. doi:10.1145/2967934.2968082
PDFDOIBibTeXAbstractSlides
@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

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Misc

2015 Annual Symposium on Computer-Human Interaction in Play

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

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

Proceedings

Actionable Inexpensive Games User Research.

Lennart Nacke, Steve Engels, and Pejman Mirza-Babaei. 2015. Actionable Inexpensive Games User Research.. In Proceedings of the 33rd Annual ACM Conference Extended Abstracts on Human Factors in Computing Systems. ACM, 2461โ€“2462. doi:10.1145/2702613.2706681
DOIBibTeXAbstractExternal URL
@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.


Proceedings

All about that Base: Differing Player Experiences in Video Game Genres and the Unique Case of MOBA Games

Daniel Johnson, Lennart Nacke, and Peta Wyeth. 2015. All about that Base: Differing Player Experiences in Video Game Genres and the Unique Case of MOBA Games. In Proceedings of CHI 2015. Seoul, South Korea. ACM, 2265-2274. doi:10.1145/2702123.2702447
PDFDOIBibTeXAbstract
@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-Baseโ€“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.

Proceedings

CHI PLAYGUE: A Networking Game of Emergent Sociality

Gustavo Fortes Tondello, Rina Wehbe, Samantha Stahlke, Amanda Leo, Rylan Koroluk, and Lennart Nacke. 2015. CHI PLAYGUE: A Networking Game of Emergent Sociality. In Proceedings of CHI PLAY 2015. London, United Kingdom. ACM. doi:10.1145/2793107.2810265
PDFDOIBibTeXAbstract
@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.

Article

Collaborative Multi-Touch Clinical Handover System for the Neonatal Intensive Care Unit

Rishikesan Kamaleswaran, Rina Wehbe, Edward Pugh, Lennart Nacke, Carolyn McGregor, and Andrew James. 2015. Collaborative Multi-Touch Clinical Handover System for the Neonatal Intensive Care Unit. In Electronic Journal of Health Informatics 9, 1: 5. eJHI.
BibTeXAbstract
@article{kamaleswaran2015collaborative,
  title={Collaborative Multi-Touch Clinical Handover System for the Neonatal Intensive Care Unit},
  author={Kamaleswaran, Rishikesan and Wehbe, Rina R and Pugh, J Edward and Lennart, Lennart and McGregor, Carolyn and James, Andrew},
  journal={electronic Journal of Health Informatics},
  volume={9},
  number={1},
  pages={5},
  year={2015}
}
A critically ill infant admitted to a neonatal intensive care unit requires complex, critical,
and coordinated care performed by multidisciplinary healthcare teams. Since the infantโ€™s care is
not provided by a single, individual physician during the infantโ€™s hospital stay, clinical handover
is essential to enable the transfer of health information between physicians involved in the infantโ€™s
care. O

Proceedings

Data Synchronization in Games User Research

Rina Wehbe and Lennart Nacke. 2015. Data Synchronization in Games User Research. In GUR Tool Design Jam. London, UK. ACM.
PDFBibTeXAbstract
@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.

Misc

Designing and Evaluating Sociability in Online Video Games.

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

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

Masters Thesis

EEG Emotion Recognition in Videogane Play

Jose Rodriguez. 2015. EEG Emotion Recognition in Videogane Play. Online: https://projekter.aau.dk/projekter/files/224322664/Masters_Thesis_Jose_Rodriguez.pdf
BibTeXAbstractExternal URL
@article{rodriguez2015eeg,
  title={EEG Emotion Recognition in Videogane Play},
  author={Rodr{\'\i}guez, Jos{\'e}},
  journal={Masters Thesis, Aalborg University},
  year={2015}
}
This study explores emotion recognition in videogames using electroencephalographic (EEG) data. Presently, emotion recognition using pattern recognition techniques has not yet been investigated in videogame play. This research is motivated by the possibility of retrieving insights into player experience from EEG signal during
gameplay, which aims to contribute to Games User Research as an emerging discipline in the study of videogame design and their interaction with the players. In order to investigate emotion recognition several approaches for feature vector creation and classification algorithms were employed in order to assess which combination offered higher accuracy in classification. A maximum of 33.48% of classification accuracy was achieved by the Nearest Mean Classifier in the classification of four different emotions. Such low results suggests the collection and pre-processing of data from a dynamic activity, such as videogame play demands novel approaches for filtering the EEG, rejecting of artifacts and selection of the emotional model into which map the EEG brainwave oscillations.

Collection

Games User Research and Physiological Game Evaluation

Lennart Nacke. 2015. Games User Research and Physiological Game Evaluation. In Regina Bernhaupt. Eds. Game User Experience Evaluation. Springer International Publishing, 63-86. doi:10.1007/978-3-319-15985-0_4
PDFDOIBibTeXAbstract
@incollection{Nacke2015,
abstract = {This chapter introduces physiological measures for game evaluation in the context of games user research (GUR). GUR consists of more than playtesting game; it comprises a collection of methods that allow designers to bring their creations closer to the initial vision of the player experience. With the prices of physiological sensors falling, and the advancement of research in this area, physiological evaluation will soon become a standard tool in GUR and game evaluation. Since mixed-method approaches are of increasingly prominent value, this chapter describes core GUR methods with a special focus on physiological evaluation, keeping in mind both benefits and limitations of the approach in academic and industrial applications.},
author = {Nacke, Lennart E},
booktitle = {Game User Experience Evaluation},
chapter = {4},
doi = {10.1007/978-3-319-15985-0_4},
editor = {Bernhaupt, Regina},
isbn = {978-3-319-15985-0},
mendeley-groups = {HCI Games Group Publications},
pages = {63--86},
publisher = {Springer International Publishing},
title = {{Games User Research and Physiological Game Evaluation}},
url = {https://hcigames.com/download/games-user-research-and-physiological-game-evaluation},
year = {2015}
}
This chapter introduces physiological measures for game evaluation in the context of games user research (GUR). GUR consists of more than playtesting game; it comprises a collection of methods that allow designers to bring their creations closer to the initial vision of the player experience. With the prices of physiological sensors falling, and the advancement of research in this area, physiological evaluation will soon become a standard tool in GUR and game evaluation. Since mixed-method approaches are of increasingly prominent value, this chapter describes core GUR methods with a special focus on physiological evaluation, keeping in mind both benefits and limitations of the approach in academic and industrial applications.

Proceedings

Gamifying Research: Strategies, Opportunities, Challenges, Ethics

Sebastian Deterding, Alessandro Canossa, Casper Harteveld, Seth Cooper, Lennart Nacke, and Jennifer Whitson. 2015. Gamifying Research: Strategies, Opportunities, Challenges, Ethics. In Proceedings of the 33rd Annual ACM Conference Extended Abstracts on Human Factors in Computing Systems. ACM, 2421โ€“2424. doi:10.1145/2702613.2702646
DOIBibTeXExternal URL
@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}
}

Article

Modelling human emotion in interactive environments: Physiological ensemble and grounded approaches for synthetic agents

Pedro Nogueira, Rui Rodrigues, Eugรฉnio Oliveira, and Lennart Nacke. 2015. Modelling human emotion in interactive environments: Physiological ensemble and grounded approaches for synthetic agents. In Web intelligence 13, 3: 195-214. IOS Press. doi:10.3233/WEB-150321
DOIBibTeXAbstractExternal URL
@inproceedings{nogueira2015modelling,
  title={Modelling human emotion in interactive environments: Physiological ensemble and grounded approaches for synthetic agents},
  author={Nogueira, Pedro A and Rodrigues, Rui and Oliveira, Eug{\'e}nio and Nacke, Lennart E},
  booktitle={Web Intelligence},
  volume={13},
  number={3},
  pages={195--214},
  year={2015},
  organization={IOS Press}
}
With the rising research in emotionally believable agents, several advances in agent technology have been made, ranging from interactive virtual agents to emotional mechanism simulations and emotional agent architectures. However, creating an emotionally believable agent capable of emotional thought is still largely out of reach. It has been proposed that being able to accurately model human emotion would allow agents to mimic human behaviour while these models are studied to create more accurate theoretical models. In light of these challenges, we present a general method for human emotional state modelling in interactive environments. The proposed method employs a three-layered classification process to model the arousal and valence (i.e., hedonic) emotional components, based on four selected psychophysiological metrics. Additionally, we also developed a simplified version of our system for use in real-time systems and low-fidelity applications. The modelled emotional states by both approaches compared favourably with a manual approach following the current best practices reported in the literature while also improving on its predictive ability. The obtained results indicate we are able to accurately predict human emotional states, both in offline and online scenarios with varying levels of granularity; thus, providing a transversal method for modelling and reproducing human emotional profiles.

Proceedings

Personalization in Serious and Persuasive Games and Gamified Interactions

Marc Busch, Elke Mattheiss, Rita Orji, Andrzej Marczewski, Wolfgang Hochleitner, Michael Lankes, Lennart Nacke, and Manfred Tscheligi. 2015. Personalization in Serious and Persuasive Games and Gamified Interactions. In Proceedings of the 2015 Annual Symposium on Computer-Human Interaction in Play - CHI PLAY '15. London, UK. ACM, 811-816. doi:10.1145/2793107.2810260
PDFDOIBibTeXAbstract
@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.

Proceedings

The HEXAD Gamification User Types Questionnaire : Background and Development Process

Lisa Diamond, Gustavo Fortes Tondello, Andrzej Marczewski, Lennart Nacke, and Manfred Tscheligi. 2015. The HEXAD Gamification User Types Questionnaire : Background and Development Process. In Workshop on Personalization in Serious and Persuasive Games and Gamified Interactions. London, UK. ACM.
PDFBibTeXAbstract
@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.

Proceedings

Toward Understanding Why Players Value In-Game Collections

Zachary Toups, Gustavo Fortes Tondello, Rina Wehbe, Lennart Nacke, and Nicole Crenshaw. 2015. Toward Understanding Why Players Value In-Game Collections. In Workshop on Personalization in Serious and Persuasive Games and Gamified Interactions. London, UK. ACM.
PDFBibTeXAbstract
@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 playerโ€™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 playerโ€™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.

Proceedings

Towards a Personalized Playful Digital Wellness Assistant

Gustavo Fortes Tondello, Rina Wehbe, and Lennart Nacke. 2015. Towards a Personalized Playful Digital Wellness Assistant. In Workshop on Personalization in Serious and Persuasive Games and Gamified Interactions. London, UK. ACM.
PDFBibTeXAbstract
@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.

Proceedings

Towards Understanding the Importance of Co-Located Gameplay

Rina Wehbe and Lennart Nacke. 2015. Towards Understanding the Importance of Co-Located Gameplay. In Proceedings of CHI PLAY 2015. London, United Kingdom. ACM. doi:2793107.2810312
PDFDOIBibTeXAbstract
@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.

Proceedings

Understanding Player Attitudes Towards Digital Game Objects

Gustavo Fortes Tondello, Rina Wehbe, Zachary Toups, Lennart Nacke, and Nicole Crenshaw. 2015. Understanding Player Attitudes Towards Digital Game Objects. In Proceedings of CHI PLAY 2015. London, United Kingdom. ACM. doi:10.1145/2793107.2810292
PDFDOIBibTeXAbstract
@inproceedings{Tondello2015,
Abstract = {Humans collect; we examine this behavior in digital game contexts to understand how playersโ€™ 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 objectsโ€™ 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 playersโ€™ 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 objectsโ€™ 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.

Proceedings

Validating Test Chambers to Study Cooperative Communication Mechanics in Portal 2

Deepika Vaddi, Rina Wehbe, Zachary Toups, Samantha Stahlke, Rylan Koroluk, and Lennart Nacke. 2015. Validating Test Chambers to Study Cooperative Communication Mechanics in Portal 2. In Proceedings of CHI PLAY 2015. London, United Kingdom. ACM.
PDFBibTeXAbstract
@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.

Article

Vanishing scares: biofeedback modulation of affective player experiences in a procedural horror game

Pedro Nogueira, Vasco Torres, Rui Rodrigues, Eugรฉnio Oliveira, and Lennart Nacke. 2015. Vanishing scares: biofeedback modulation of affective player experiences in a procedural horror game. In Journal on Multimodal User Interfaces 10, 1: 31-62. Journal on Multimodal User Interfaces.
BibTeXAbstract
@article{nogueira2016vanishing,
  title={Vanishing scares: biofeedback modulation of affective player experiences in a procedural horror game},
  author={Nogueira, Pedro A and Torres, Vasco and Rodrigues, Rui and Oliveira, Eug{\'e}nio and Nacke, Lennart E},
  journal={Journal on Multimodal User Interfaces},
  volume={10},
  number={1},
  pages={31--62},
  year={2016},
  publisher={Springer}
}
To understand the impact of emotionally driven
games on player experience, we developed a procedural horror game (Vanish) capable of run-time level, asset, and event
generation. Vanish was augmented to interpret playersโ€™ physiological data as a simplified emotional state, mapping it to
a set of adaptation rules that modify the player experience.
To explore the effects of adaptation mechanisms on player
experience, we conducted a mixed-methods study on three
different versions of the game, two of which integrated varying biofeedback mechanisms. Playersโ€™ affective experiences
were objectively measured by analysing physiological data.
Additionally, subjective experience was recorded through
the use of the Game Experience Questionnaire. Our study
confirmed that biofeedback functionality had a statistically
significant effect on the ratings of player experience dimensions: immersion, tension, positive affect, and negative affect.
Furthermore, participants reported noticeable differences in
player experience, favouring the added depth present in the
biofeedback-enabled iterations of the game. In the future,
these conclusions will help to develop more immersive and
engaging player experiences.

Year 2014

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Article

BrainHex: A Neurobiological Gamer Typology Survey

Lennart Nacke, Chris Bateman, and Regan Mandryk. 2014. BrainHex: A Neurobiological Gamer Typology Survey. In Entertainment Computing 5, 1: 55-62. Elsevier. doi:10.1016/j.entcom.2013.06.002
PDFDOIBibTeXAbstract
@article{nacke2014brainhex,
abstract = {This paper briefly presents a player satisfaction model called BrainHex, which was based on insights from neurobiological findings as well as the results from earlier demographic game design models (DGD1 and DGD2). The model presents seven different archetypes of players: Seeker, Survivor, Daredevil, Mastermind, Conqueror, Socialiser, and Achiever. We explain how each of these player archetypes relates to older player typologies (such as Myers-Briggs), and how each archetype characterizes a specific playing style. We conducted a survey among more than 50,000 players using the BrainHex model as a personality type motivator to gather and compare demographic data to the different BrainHex archetypes. We discuss some results from this survey with a focus on psychometric orientation of respondents, to establish relationships between personality types and BrainHex archetypes.},
author = {Nacke, Lennart E and Bateman, Chris and Mandryk, Regan L},
doi = {10.1016/j.entcom.2013.06.002},
journal = {Entertainment Computing},
mendeley-groups = {HCI Games Group Publications},
number = {1},
pages = {55--62},
publisher = {Elsevier},
title = {{BrainHex: A Neurobiological Gamer Typology Survey}},
url = {https://hcigames.com/download/brainhex-a-neurobiological-gamer-typology-survey},
volume = {5},
year = {2014}
}
This paper briefly presents a player satisfaction model called BrainHex, which was based on insights from neurobiological findings as well as the results from earlier demographic game design models (DGD1 and DGD2). The model presents seven different archetypes of players: Seeker, Survivor, Daredevil, Mastermind, Conqueror, Socialiser, and Achiever. We explain how each of these player archetypes relates to older player typologies (such as Myers-Briggs), and how each archetype characterizes a specific playing style. We conducted a survey among more than 50,000 players using the BrainHex model as a personality type motivator to gather and compare demographic data to the different BrainHex archetypes. We discuss some results from this survey with a focus on psychometric orientation of respondents, to establish relationships between personality types and BrainHex archetypes.

Article

Design guidelines for Gamifying reading applications

Rina Wehbe, James Robb, Jessica Clarke, Joรฃo Costa, and Lennart Nacke. 2014. Design guidelines for Gamifying reading applications. In 2014 IEEE Games Media Entertainment: 1-4. Toronto, ON, Canada. IEEE. doi:10.1109/GEM.2014.7405433
DOIBibTeXAbstractExternal URL
@inproceedings{7405433,
  author={R. R. {Wehbe} and J. {Robb} and J. {Clarke} and J. {Costa} and L. E. {Nacke}},
  booktitle={2014 IEEE Games Media Entertainment}, 
  title={Design guidelines for Gamifying reading applications}, 
  year={2014},
  volume={},
  number={},
  pages={1-4},
  doi={10.1109/GEM.2014.7405433}}
Reading competes with an increasing number of leisure activities like video games. Consequently, written language skills are receding. Thus, motivating people to read is a problem that seems well-suited to gamification (i.e., the use of game design to motivate people to read). To investigate ways in which to gamify reading, we conducted a survey pilot study about how adding game mechanics to reading would encourage people to read more. We investigated the social nature of people talking about reading and the process of recommending books. We interviewed a gender-balanced group of participants to obtain more information about their reading habits for leisure, work, or academia. Our results indicate that people are reading for self-improvement purposes and not primarily for social reasons.

Proceedings

Developing Iconic and Semi-Iconic Game Controllers

Lennart Nacke, Joรฃo Costa, Dennis Kappen, James Robb, and Daniel Buckstein. 2014. Developing Iconic and Semi-Iconic Game Controllers. In Proceedings of CHI PLAY 2014. Toronto, ON, Canada. ACM, 435-436. doi:10.1145/2658537.2661327
PDFDOIBibTeXAbstract
@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.

Proceedings

Engaged by Boos and Cheers: The Effect of Co-Located Game Audiences on Social Player Experience

Dennis Kappen, Pejman Mirza-Babaei, Jens Johannsmeier, Daniel Buckstein, James Robb, and Lennart Nacke. 2014. Engaged by Boos and Cheers: The Effect of Co-Located Game Audiences on Social Player Experience. In Proceedings of CHI PLAY 2014. Toronto, ON, Canada. ACM, 151-160. doi:10.1145/2658537.2658687
PDFDOIBibTeXAbstract
@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.

PhD Thesis

Evaluating social and cognitive effects of video games using electroencephalography

Rina Wehbe. 2014. Evaluating social and cognitive effects of video games using electroencephalography. UOIT. Online: https://ir.library.dc-uoit.ca/handle/10155/460
BibTeXAbstractExternal URL
@phdthesis{wehbe2014evaluating,
  title={Evaluating social and cognitive effects of video games using electroencephalography.},
  author={Wehbe, Rina R},
  year={2014}
}
Games User Research (GUR) is an area of evaluative player research and human-computer interaction (HCI) that aims to improve games, focused on a playerโ€™s understanding and on their experience when playing games. In this field, techniques are available to measure and understand user experience. These techniques each have their own strengths and weaknesses. To improve and extend GUR methodology, this thesis explores ways that electroencephalography (EEG) can be used as an evaluative measure as part of a mixed methodology. The thesis aims to improve the accuracy and richness of GUR results obtained using EEG. Hemispheric Frontal Alpha Asymmetry (HFAA) is reviewed in depth as a useful EEG technique to measure arousal in real time. HFAA, the EEG methodology proposed in this thesis is used in several experimental studies reported here to show new insights into the social and cognitive factors of gaming. The research presented in this thesis shows that player experience related to the social environment of a game does not necessarily arise from gameplay, but instead relies more on the expectations of a player than the current literature suggests. Additionally, the thesis introduces a new way to investigate player understanding and learning in games, using real-time data about the playerโ€™s brain state. This is particularly useful for game designers creating introductory tutorial mechanisms for their games. The result of this research is useful for both researchers investigating the human brain immersed in the virtual world of a video game and game designers wanting to use real-time user feedback to build their games.

Misc

First ACM SIGCHI Annual Symposium on Computer-Human Interaction in Play.

T. C. Nicholas Graham, Lennart Nacke, Regan Mandryk, and Florian โ€˜Floydโ€™ Mueller. 2014. First ACM SIGCHI Annual Symposium on Computer-Human Interaction in Play.. SIGCHI. doi:proceedings/10.1145/2658537
DOIBibTeXAbstractExternal URL
@article{games2014acm,
  title={The ACM SIGCHI Annual Symposium on Computer-Human Interaction in Play},
  author={Games, Persuasive},
  journal={Interactions},
  year={2014}
}
It is our great pleasure to welcome you to the first ACM SIGCHI Annual Symposium on Computer-Human Interaction in Play -- CHI PLAY'14. CHI PLAY is a new international and interdisciplinary conference series for researchers and professionals across all areas of play, games and humancomputer interaction (HCI), we call it: "player-computer interaction." This conference is the first of its kind and we see CHI PLAY as a great opportunity to highlight and foster discussion of current high quality research in games and HCI as foundations for the future of digital play. This year is the inaugural year of this symposium and is bound to set future traditions of being the premier forum for presentation of research results and experience reports on leading edge issues of novel game interaction, player experience evaluations, neurogaming, gamification, exertion games, games user research, player psychology, social game systems, serious games, game developer applications, interaction design and theory. The mission of the symposium is to share insights into game interaction design and analysis that fulfill the needs of developers, researchers and designers and identify new directions for future research and development in HCI and games. CHI PLAY gives researchers and practitioners a unique opportunity to share their perspectives with others interested in the various aspects of HCI in games. The conference provides a meeting place of practitioners and academics for presenting and discussing peer-reviewed academic papers and the latest breaking results and approaches from industry.

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

Proceedings

Fuzzy Affective Player Models: A Physiology-Based Hierarchical Clustering Method

Pedro Nogueira, Rรบben Aguiar, Rui Rodrigues, Eugรฉnio Oliveira, and Lennart Nacke. 2014. Fuzzy Affective Player Models: A Physiology-Based Hierarchical Clustering Method. In Proceedings of AIIDE 2014. Raleigh, NC, United States. AAAI, 132-138.
PDFBibTeXAbstract
@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.

Proceedings

Games and Entertainment Community SIG: Reaching Beyond CHI

Lennart Nacke, Pejman Mirza-Babaei, Magy Seif El-Nasr, Heather Desurvire, and Regina Bernhaupt. 2014. Games and Entertainment Community SIG: Reaching Beyond CHI. In Proceedings of CHI EA 2014. Toronto, ON, Canada. ACM, 1123-1126. doi:10.1145/2559206.2559216
PDFDOIBibTeXAbstract
@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.

Proceedings

Introducing the Biometric Storyboards Tool for Games User Research

Pejman Mirza-Babaei and Lennart Nacke. 2014. Introducing the Biometric Storyboards Tool for Games User Research. In Proceedings of IEEE GEM 2014. Toronto, ON, Canada. IEEE, 1-7. doi:10.1109/GEM.2014.7048098
PDFDOIBibTeXAbstract
@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.

Proceedings

Physiological Acrophobia Evaluation Through In Vivo Exposure in a VR CAVE

Joรฃo Costa, James Robb, and Lennart Nacke. 2014. Physiological Acrophobia Evaluation Through In Vivo Exposure in a VR CAVE. In Proceedings of IEEE GEM 2014. Toronto, ON, Canada. IEEE, 1-4. doi:10.1109/GEM.2014.7047969
PDFDOIBibTeXAbstract
@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.

Proceedings

Player Experience: Mixed Methods and Reporting Results

Veronica Zammitto, Pejman Mirza-Babaei, Ian Livingston, Marina Kobayashi, and Lennart Nacke. 2014. Player Experience: Mixed Methods and Reporting Results. In Proceedings of CHI EA 2014. Toronto, ON, Canada. ACM, 147-150. doi:10.1145/2559206.2559239
PDFDOIBibTeXAbstract
@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.

Proceedings

Social Player Analytics in a Facebook Health Game

Lennart Nacke, Matthias Klauser, and Paul Prescod. 2014. Social Player Analytics in a Facebook Health Game. In Proceedings of HCI Korea 2014. Seoul, Republic of Korea. Hanbit Media, Inc., 180-187.
PDFBibTeXAbstract
@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.

Misc

Synchronous Visualization of Video and Psychophysiological User Data

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

Proceedings

The Edge of Glory: The Relationship Between Metacritic Scores and Player Experience

Daniel Johnson, Christopher N. Watling, John Gardner, and Lennart Nacke. 2014. The Edge of Glory: The Relationship Between Metacritic Scores and Player Experience. In Proceedings of CHI PLAY 2014. Toronto, ON, Canada. ACM, 141-150. doi:10.1145/2658537.2658694
PDFDOIBibTeXAbstract
@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.

Proceedings

Understanding difficulty, your brain and challenge

Rina Wehbe. 2014. Understanding difficulty, your brain and challenge. In Proceedings of the first ACM SIGCHI annual symposium on Computer-human interaction in play (CHI PLAY '14). New York, NY, USA. ACM, 303-306. doi:10.1145/2658537.2659014
DOIBibTeXAbstractExternal URL
@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 = {303โ€“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.

Proceedings

Understanding Expectations with Multiple Controllers in an Augmented Reality Videogame

Pejman Mirza-Babaei, Nathan Gale, Joรฃo Costa, Lennart Nacke, and Daniel Johnson. 2014. Understanding Expectations with Multiple Controllers in an Augmented Reality Videogame. In Proceedings of CHI PLAY 2014. Toronto, ON, Canada. ACM, 201-206. doi:10.1145/2658537.2658705
PDFDOIBibTeXAbstract
@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

Proceedings

Unified Visualization of Quantitative and Qualitative Playtesting Data

Pejman Mirza-Babaei, Gรผnter Wallner, Graham McAllister, and Lennart Nacke. 2014. Unified Visualization of Quantitative and Qualitative Playtesting Data. In Proceedings of CHI EA 2014. Toronto, ON, Canada. ACM, 1363-1368. doi:10.1145/2559206.2581224
PDFDOIBibTeXAbstract
@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.

Misc

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

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

Year 2013

Back to top
Proceedings

A Hybrid Approach at Emotional State Detection: Merging Theoretical Models of Emotion with Data-Driven Statistical Classifiers

Pedro Nogueira, Rui Rodrigues, Eugรฉnio Oliveira, and Lennart Nacke. 2013. A Hybrid Approach at Emotional State Detection: Merging Theoretical Models of Emotion with Data-Driven Statistical Classifiers. In Proceedings of WI-IAT 2013. Atlanta, GA, United States. IEEE, 253-260. doi:10.1109/WI-IAT.2013.117
PDFDOIBibTeXAbstract
@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).

Article

A Regression-Based Method for Lightweight Emotional State Detection in Interactive Environments

Pedro Nogueira, Rui Rodrigues, Eugรฉnio Oliveira, and Lennart Nacke. 2013. A Regression-Based Method for Lightweight Emotional State Detection in Interactive Environments. In XVI Portuguese Conference on Artificial Intelligence (EPIA) 2013. Angra do Heroรญsmo, Aรงores, Portugal. Springer-Verlag Berlin Heidelberg.
PDFBibTeXAbstract
@article{nogueira2013regression,
Abstract = {With the popularity increase in affective computing techniques the number of emotion detection and recognition systems has risen considerably. However, despite their steady accuracy improvement, they are yet faced with application domain transferability and practical implementation issues. In this paper, we present a novel methodology for modelling individuals' emotional states in multimedia interactive environments, while addressing the aforemen- tioned transferability and practical implementation issues. Our method relies on a two-layer classification process to classify Arousal and Valence based on four distinct physiological sensor inputs. The first classification layer uses several regression models to normalize each of the sensor inputs across participants and experimental conditions, while also correlating each input to either Arousal or Valence. The second classification layer then employs decision trees to merge the various regression outputs into one optimal Arousal/Valence classification. The presented method not only exhibits convincing accuracy ratings -- 89\% for Arousal and 84\% for Valence - but also presents an adaptable and practical ap- proach at emotional state detection in interactive environment experiences.},
Address = {Angra do Heroรญsmo, Aรงores, Portugal},
Author = {P. A. Nogueira, R. A. Rodrigues, E. Oliveira, and L. E. Nacke},
Img = {http://hcigames.com/wp-content/uploads/2015/05/A-Regression-Based-Method-for-Lightweight-Emotional-State-Detection-in-Interactive-Environments.png},
Journal = {Proceedings of epia 2013},
Publisher = {Springer-Verlag Berlin Heidelberg},
Title = {A Regression-Based Method for Lightweight Emotional State Detection in Interactive Environments},
Url = {https://hcigames.com/download/a-regression-based-method-for-lightweight-emotional-state-detection-in-interactive-environments},
Year = {2013},
With the popularity increase in affective computing techniques the number of emotion detection and recognition systems has risen considerably. However, despite their steady accuracy improvement, they are yet faced with application domain transferability and practical implementation issues. In this paper, we present a novel methodology for modelling individuals' emotional states in multimedia interactive environments, while addressing the aforemen- tioned transferability and practical implementation issues. Our method relies on a two-layer classification process to classify Arousal and Valence based on four distinct physiological sensor inputs. The first classification layer uses several regression models to normalize each of the sensor inputs across participants and experimental conditions, while also correlating each input to either Arousal or Valence. The second classification layer then employs decision trees to merge the various regression outputs into one optimal Arousal/Valence classification. The presented method not only exhibits convincing accuracy ratings -- 89\% for Arousal and 84\% for Valence - but also presents an adaptable and practical ap- proach at emotional state detection in interactive environment experiences.

Proceedings

An Introduction to EEG Analysis Techniques and Brain-Computer Interfaces for Games User Researchers

Rina Wehbe and Lennart Nacke. 2013. An Introduction to EEG Analysis Techniques and Brain-Computer Interfaces for Games User Researchers. In Proceedings of DIGRA 2013. Atlanta, GA, United States. DiGRA, 1-16.
PDFBibTeXAbstract
@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.

Collection

An Introduction to Physiological Player Metrics for Evaluating Games

Lennart Nacke. 2013. An Introduction to Physiological Player Metrics for Evaluating Games. In Alessandro Canossa, Anders Drachen, and Magy Seif El-Nasr. Eds. Game Analytics: Maximizing the Value of Player Data. Springer London, 585-619. doi:10.1007/978-1-4471-4769-5_26
DOIBibTeXAbstractExternal URL
@incollection{nacke2013introduction,
Abstract = {Evaluating affective user experience in games is an important component of the growing field of game user research, because compelling gameplay experiences incorporate meaningful and, therefore, emotional player decisions. This makes evaluating player emotions and player visceral physiological reactions a fascinating field of study for game researchers. With their recent success in the human factors domain, physiological metrics, which complement game metrics, have been successfully used to study player engagement and emotion in research and industry. This chapter provides a brief introduction to and primer of physiological measures currently used in game research and discusses the benefits and challenges of this quantitative method of game user research.},
Author = {L. E. Nacke},
Booktitle = {Game analytics - maximizing the value of player data},
Chapter = {26},
Doi = {10.1007/978-1-4471-4769-5_26},
Editor = {M. {Seif El-Nasr}, A. Drachen, and A. Canossa},
Img = {http://hcigames.com/wp-content/uploads/2015/05/an_introduction_to_physiological_player_metrics_for_evaluating_games.png},
Isbn = {1447147685},
Pages = {585-619},
Publisher = {Springer London},
Title = {An Introduction to Physiological Player Metrics for Evaluating Games},
Url = {http://link.springer.com/chapter/10.1007/978-1-4471-4769-5_26},
Year = {2013},
Evaluating affective user experience in games is an important component of the growing field of game user research, because compelling gameplay experiences incorporate meaningful and, therefore, emotional player decisions. This makes evaluating player emotions and player visceral physiological reactions a fascinating field of study for game researchers. With their recent success in the human factors domain, physiological metrics, which complement game metrics, have been successfully used to study player engagement and emotion in research and industry. This chapter provides a brief introduction to and primer of physiological measures currently used in game research and discusses the benefits and challenges of this quantitative method of game user research.

Proceedings

Assessing User Preference of Video Game Controller Button Settings

William Ellick, Pejman Mirza-Babaei, Sharon Wood, Duncan Smith, and Lennart Nacke. 2013. Assessing User Preference of Video Game Controller Button Settings. In Proceedings of CHI EA 2013. Paris, France. ACM, 1107-1112. doi:10.1145/2468356.2468554
PDFDOIBibTeXAbstract
@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.

Article

Contextual Influences on Mobile Player Experience--A Game User Experience Model

Stephan Engl and Lennart Nacke. 2013. Contextual Influences on Mobile Player Experience--A Game User Experience Model. In Entertainment Computing 4, 1: 83-91. Elsevier. doi:10.1016/j.entcom.2012.06.001
PDFDOIBibTeXAbstract
@article{engl2012contextual,
Abstract = {In this paper we are discussing a new model of mobile gameplay experience with a special focus on contextual influences of play in ubiquitous environments. The model was developed based on prior general gameplay models which were extended and refined based on the results and personal experiences taken from several evaluative user field studies with mobile games. The experimental results point to two different playing contexts: home and mobile, which were evaluated with a gameplay experience questionnaire (GEQ). The GEQ showed significant difference in negative affect and immersion between mobile and home setting, which are moderated by several influencing contextual factors. This leads us to propose a contextual gameplay experience model that accounts for spatial, temporal, social, cultural, and psychological influences in an external context. The implications of the contextual gameplay model are discussed in light of future research.},
Author = {S. Engl and L. E. Nacke},
Doi = {10.1016/j.entcom.2012.06.001},
Img = {http://hcigames.com/wp-content/uploads/2015/02/Contextual-Influences-on-Mobile-Player-Experienceโ€“A-Game-User-Experience-Model.png},
Journal = {Entertainment Computing},
Number = {1},
Pages = {83-91},
Publisher = {Elsevier},
Title = {Contextual Influences on Mobile Player Experience--A Game User Experience Model},
Url = {https://hcigames.com/download/contextual-influences-on-mobile-player-experience-a-game-user-experience-model},
Volume = {4},
Year = {2013},
In this paper we are discussing a new model of mobile gameplay experience with a special focus on contextual influences of play in ubiquitous environments. The model was developed based on prior general gameplay models which were extended and refined based on the results and personal experiences taken from several evaluative user field studies with mobile games. The experimental results point to two different playing contexts: home and mobile, which were evaluated with a gameplay experience questionnaire (GEQ). The GEQ showed significant difference in negative affect and immersion between mobile and home setting, which are moderated by several influencing contextual factors. This leads us to propose a contextual gameplay experience model that accounts for spatial, temporal, social, cultural, and psychological influences in an external context. The implications of the contextual gameplay model are discussed in light of future research.

Misc

Cycloshoot: Exergaming, Heart Rate, and User Experience

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

Proceedings

Deconstructing 'Gamified' Task-Management Applications

Dennis Kappen, Jens Johannsmeier, and Lennart Nacke. 2013. Deconstructing 'Gamified' Task-Management Applications. In Proceedings of Gamification 2013. Stratford, ON, Canada. ACM, 139-142.
PDFBibTeXAbstract
@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.

Proceedings

Designing and Evaluating Sociability in Online Video Games

Georgios Christou, Effie Lai-Chong Law, David Geerts, Lennart Nacke, and Panayiotis Zaphiris. 2013. Designing and Evaluating Sociability in Online Video Games. In Proceedings of CHI EA 2013. Paris, France. ACM, 3239-3242. doi:10.1145/2468356.2479656
PDFDOIBibTeXAbstract
@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.

Proceedings

Designing Gamification: Creating Gameful and Playful Experiences

Sebastian Deterding, Staffan Bjรถrk, Lennart Nacke, Dan Dixon, and Elizabeth Lawley. 2013. Designing Gamification: Creating Gameful and Playful Experiences. In Proceedings of CHI EA 2013. Paris, France. ACM, 3263-3266. doi:10.1145/2468356.2479662
PDFDOIBibTeXAbstract
@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. Bjรถrk, 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.

Proceedings

EEG-Based Assessment of Video and In-Game Learning

Rina Wehbe, Dennis Kappen, David Rojas, Matthias Klauser, Bill Kapralos, and Lennart Nacke. 2013. EEG-Based Assessment of Video and In-Game Learning. In Proceedings of CHI EA 2013. Paris, France. ACM, 667-672. doi:10.1145/2468356.2468474
PDFDOIBibTeXAbstract
@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.

Proceedings

Exploring Social Interaction in Co-Located Multiplayer Games

Dennis Kappen, John Gregory, Daniel Stepchenko, Rina Wehbe, and Lennart Nacke. 2013. Exploring Social Interaction in Co-Located Multiplayer Games. In Proceedings of CHI EA 2013. Paris, France. ACM, 1119-1124. doi:10.1145/2468356.2468556
PDFDOIBibTeXAbstract
@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.

Misc

Games User Research using EEG Techniques.

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

Proceedings

Games User Research: Practice, Methods, and Applications

Pejman Mirza-Babaei, Veronica Zammitto, Joerg Niesenhaus, Mirweis Sangin, and Lennart Nacke. 2013. Games User Research: Practice, Methods, and Applications. In Proceedings of CHI EA 2013. Paris, France. ACM, 3219-3222. doi:10.1145/2468356.2479651
PDFDOIBibTeXAbstract
@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.

Misc

Gamification 2013: Gameful Design, Research, and Applications.

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

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

Proceedings

Guided Emotional State Regulation: Understanding and Shaping Players' Affective Experiences in Digital Games

Pedro Nogueira, Rui Rodrigues, Eugรฉnio Oliveira, and Lennart Nacke. 2013. Guided Emotional State Regulation: Understanding and Shaping Players' Affective Experiences in Digital Games. In Proceedings of AIIDE 2009. Palo Alto, CA, United States. 51-57.
PDFBibTeXAbstract
@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.

Proceedings

How Does It Play Better? Exploring User Testing and Biometric Storyboards in Games User Research

Pejman Mirza-Babaei, Lennart Nacke, John Gregory, Nick Collins, and Geraldine Fitzpatrick. 2013. How Does It Play Better? Exploring User Testing and Biometric Storyboards in Games User Research. In Proceedings of CHI 2012. Paris, France. ACM, 1499-1508. doi:10.1145/2470654.2466200
PDFDOIBibTeXAbstract
@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.

Misc

Introducing a Biometric Storyboards Tool for Games User Research

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

Article

Social Player Analytics in a Facebook Health Game

Lennart Nacke, Matthias Klauser, and Paul Prescod. 2013. Social Player Analytics in a Facebook Health Game. In ํ•œ๊ตญ HCI ํ•™ํšŒ ํ•™์ˆ ๋Œ€ํšŒ (2014): 180-187. Online: http://hcigames.com/wp-content/uploads/2015/02/Social-Player-Analytics-in-a-Facebook-Health-Game.pdf
BibTeXExternal URL
@article{nacke2014social,
  title={Social player analytics in a Facebook health game},
  author={Nacke, Lennart E and Klauser, Matthias and Prescod, Paul},
  journal={ํ•œ๊ตญ HCI ํ•™ํšŒ ํ•™์ˆ ๋Œ€ํšŒ},
  pages={180--187},
  year={2014}
}

Misc

Storyboarding for Games User Research

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

Article

The Effect of Sound on Visual Fidelity Perception in Stereoscopic 3-D

David Rojas, Bill Kapralos, Andrew Hogue, Karen Collins, Lennart Nacke, Sayra Cristancho, Cristina Conati, and Adam Dubrowski. 2013. The Effect of Sound on Visual Fidelity Perception in Stereoscopic 3-D. In IEEE Transactions on Cybernetics 43, 6: 1572-1583. IEEE. doi:10.1109/TCYB.2013.2269712
PDFDOIBibTeXAbstract
@article{rojas2013effect,
Abstract = {Visual and auditory cues are important facilitators of user engagement in virtual environments and video games. Prior research supports the notion that our perception of visual fidelity (quality) is influenced by auditory stimuli. Understanding exactly how our perception of visual fidelity changes in the pres- ence of multimodal stimuli can potentially impact the design of virtual environments, thus creating more engaging virtual worlds and scenarios. Stereoscopic 3-D display technology provides the users with additional visual information (depth into and out of the screen plane). There have been relatively few studies that have investigated the impact that auditory stimuli have on our perception of visual fidelity in the presence of stereoscopic 3-D. Building on previous work, we examine the effect of auditory stimuli on our perception of visual fidelity within a stereoscopic 3-D environment.},
Author = {D. Rojas, B. Kapralos, A. Hogue, K. Collins, L. E. Nacke, S. Cristancho, C. Conati, and A. Dubrowski},
Doi = {10.1109/TCYB.2013.2269712},
Img = {http://hcigames.com/wp-content/uploads/2015/02/The-Effect-of-Sound-on-Visual-Fidelity-Perception-in-Stereoscopic-3-D.png},
Journal = {IEEE Transactions on Cybernetics},
Number = {6},
Pages = {1572-1583},
Publisher = {IEEE},
Title = {The Effect of Sound on Visual Fidelity Perception in Stereoscopic 3-D},
Url = {https://hcigames.com/download/the-effect-of-sound-on-visual-fidelity-perception-in-stereoscopic-3-d},
Volume = {43},
Year = {2013},
Visual and auditory cues are important facilitators of user engagement in virtual environments and video games. Prior research supports the notion that our perception of visual fidelity (quality) is influenced by auditory stimuli. Understanding exactly how our perception of visual fidelity changes in the pres- ence of multimodal stimuli can potentially impact the design of virtual environments, thus creating more engaging virtual worlds and scenarios. Stereoscopic 3-D display technology provides the users with additional visual information (depth into and out of the screen plane). There have been relatively few studies that have investigated the impact that auditory stimuli have on our perception of visual fidelity in the presence of stereoscopic 3-D. Building on previous work, we examine the effect of auditory stimuli on our perception of visual fidelity within a stereoscopic 3-D environment.

Proceedings

The Kaleidoscope of Effective Gamification: Deconstructing Gamification in Business Applications

Dennis Kappen and Lennart Nacke. 2013. The Kaleidoscope of Effective Gamification: Deconstructing Gamification in Business Applications. In Proceedings of Gamification 2013. Stratford, ON, Canada. ACM, 119-122.
PDFBibTeXAbstract
@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.

Proceedings

Time's Up: Studying Leaderboards for Engaging Punctual Behaviour

Joรฃo Costa, Rina Wehbe, James Robb, and Lennart Nacke. 2013. Time's Up: Studying Leaderboards for Engaging Punctual Behaviour. In Proceedings of Gamification 2013. Stratford, ON, Canada. ACM, 26-33.
PDFBibTeXAbstract
@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

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Proceedings

"I'm Just Here to Play Games": Social Dynamics and Sociality in an Online Game Site

Gregor McEwan, Carl Gutwin, Regan Mandryk, and Lennart Nacke. 2012. "I'm Just Here to Play Games": Social Dynamics and Sociality in an Online Game Site. In Proceedings of CSCW 2012. Seattle, WA, United States. ACM, 549-558. doi:10.1145/2145204.2145289
PDFDOIBibTeXAbstract
@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.

Article

Analysing Social Metrics in an Online Game Site

Gregor McEwan, Carl Gutwin, Regan Mandryk, and Lennart Nacke. 2012. Analysing Social Metrics in an Online Game Site. In Proceedings of GRAND 2012. Montrรฉal, QC, Canada.
PDFBibTeXAbstract
@article{mcewan2012analysing,
Abstract = {Understanding real-time coordination behaviour around multiplayer games is important as it allows designers to make informed decisions about supporting player communities. However, studying existing sites is difficult because of the amounts and range of data involved. In this paper, we argue for using social accounting metrics to investigate large game sites.},
Address = {Montrรฉal, QC, Canada},
Author = {G. McEwan, C. Gutwin, R. L. Mandryk, and L. E. Nacke},
Img = {http://hcigames.com/wp-content/uploads/2015/02/Analysing-Social-Metrics-in-an-Online-Game-Site.png},
Journal = {Proceedings of grand 2012},
Publisher = {GRAND},
Title = {Analysing Social Metrics in an Online Game Site},
Url = {https://hcigames.com/download/analysing-social-metrics-in-an-online-game-site},
Year = {2012},
BdskUrl1 = {https://hcigames.com/wp-content/uploads/2015/01/Analysing-Social-Metrics-in-an-Online-Game-Site.pdf}}
Understanding real-time coordination behaviour around multiplayer games is important as it allows designers to make informed decisions about supporting player communities. However, studying existing sites is difficult because of the amounts and range of data involved. In this paper, we argue for using social accounting metrics to investigate large game sites.

Misc

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

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

Proceedings

Biometric Storyboards: Visualising Game User Research Data

Pejman Mirza-Babaei, Lennart Nacke, Geraldine Fitzpatrick, Gareth White, Graham McAllister, and Nick Collins. 2012. Biometric Storyboards: Visualising Game User Research Data. In Proceedings of CHI EA 2012. Austin, TX, United States. ACM, 2315-2320. doi:10.1145/2212776.2223795
PDFDOIBibTeXAbstract
@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.

Misc

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

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

Proceedings

Feedback-Based Gameplay Metrics: Measuring Player Experience via Automatic Visual Analysis

Raphaรซl Marczak, Jasper van Vught, Gareth Schott, and Lennart Nacke. 2012. Feedback-Based Gameplay Metrics: Measuring Player Experience via Automatic Visual Analysis. In Proceedings of ACM IE 2012. Auckland, New Zealand. ACM, 6. doi:10.1145/2336727.2336733
PDFDOIBibTeXAbstract
@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.

Proceedings

Flow in Games: Proposing a Flow Experience Model

Lennart Nacke. 2012. Flow in Games: Proposing a Flow Experience Model. In Proceedings of the Workshop on Conceptualising, Operationalising and Measuring the Player Experience in Videogames at Fun and Games 2012. Toulouse, France. ACM, 104-108.
PDFBibTeXAbstract
@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.

Proceedings

Full-Body Motion-Based Game Interaction for Older Adults

Kathrin Gerling, Ian Livingston, Lennart Nacke, and Regan Mandryk. 2012. Full-Body Motion-Based Game Interaction for Older Adults. In Proceedings of CHI 2012. Austin, TX, United States. ACM, 1873-1882. doi:10.1145/2207676.2208324
PDFDOIBibTeXAbstract
@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.

Proceedings

Game User Research

Magy Seif El-Nasr, Heather Desurvire, Lennart Nacke, Anders Drachen, Licia Calvi, Katherine Isbister, and Regina Bernhaupt. 2012. Game User Research. In Proceedings of CHI EA 2012. Austin, TX, United States. ACM, 2679-2682. doi:10.1145/2212776.2212694
PDFDOIBibTeXAbstract
@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.

Misc

Lennart Nacke on Marketing through Gamification & Reciprocity

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

Proceedings

Mixed Reality Games

Elizabeth Bonsignore, Derek Hansen, Zachary Toups, Lennart Nacke, Anastasia Salter, and Wayne Lutters. 2012. Mixed Reality Games. In Proceedings of CSCW 2012. Seattle, WA, United States. ACM, 7-8. doi:10.1145/2141512.2141517
PDFDOIBibTeXAbstract
@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.

Proceedings

Motion-Based Game Design for Older Adults

Kathrin Gerling, Ian Livingston, Lennart Nacke, and Regan Mandryk. 2012. Motion-Based Game Design for Older Adults. In Proceedings of GRAND 2012. Montrรฉal, QC, Canada.
PDFBibTeXAbstract
@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 = {Montrรฉal, 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 top
Proceedings

Accessible Games SIG

Arnie Lund, Annuska Perkins, Sri Kurniawan, and Lennart Nacke. 2011. Accessible Games SIG. In Proceedings of CHI EA 2011. Vancouver, BC, Canada. ACM, 883-886. doi:10.1145/1979742.1979545
PDFDOIBibTeXAbstract
@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.

Proceedings

Biofeedback Game Design: Using Direct and Indirect Physiological Control to Enhance Game Interaction

Lennart Nacke, Michael Kalyn, Calvin Lough, and Regan Mandryk. 2011. Biofeedback Game Design: Using Direct and Indirect Physiological Control to Enhance Game Interaction. In Proceedings of CHI 2011. Vancouver, BC, Canada. ACM, 103-112. doi:10.1145/1978942.1978958
PDFDOIBibTeXAbstract
@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.

Proceedings

Brain and Body Interfaces: Designing for Meaningful Interaction

Stephen Fairclough, Kiel Gilleade, Lennart Nacke, and Regan Mandryk. 2011. Brain and Body Interfaces: Designing for Meaningful Interaction. In Proceedings of CHI EA 2011. Vancouver, BC, Canada. ACM, 65-68. doi:10.1145/1979742.1979591
PDFDOIBibTeXAbstract
@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.

Collection

BrainHex: Preliminary Results from a Neurobiological Gamer Typology Survey

Lennart Nacke, Chris Bateman, and Regan Mandryk. 2011. BrainHex: Preliminary Results from a Neurobiological Gamer Typology Survey. In Proceedings of ICEC 2011. Vancouver, BC, Canada. Springer Berlin Heidelberg, 288-293. doi:10.1007/978-3-642-24500-8_31
PDFDOIBibTeXAbstract
@incollection{nacke2011brainhex,
Abstract = {This paper briefly presents a player satisfaction model called BrainHex, which was based on insights from neurobiological findings as well as the results from earlier demographic game design models (DGD1 and DGD2). The model presents seven different archetypes of players: Seeker, Survivor, Daredevil, Mastermind, Conqueror, Socialiser, and Achiever. We explain how each of these player archetypes relates to older player typologies (such as Myers-Briggs), and how each archetype characterizes a specific playing style. We conducted a survey among more than 50,000 players using the BrainHex model as a personality type motivator to gather and compare demographic data to the different BrainHex archetypes. We discuss some results from this survey with a focus on psychometric orientation of respondents, to establish relationships between personality types and BrainHex archetypes.},
Address = {Vancouver, BC, Canada},
Author = {L. E. Nacke, C. Bateman, and R. L. Mandryk},
Booktitle = {Proceedings of icec 2011},
Doi = {10.1007/978-3-642-24500-8_31},
Pages = {288-293},
Publisher = {Springer Berlin Heidelberg},
Title = {BrainHex: Preliminary Results from a Neurobiological Gamer Typology Survey},
Url = {https://hcigames.com/download/brainHex-preliminary-results-from-a-neurobiological-gamer-typology-survey},
Year = {2011},
BdskUrl1 = {https://hcigames.com/wp-content/uploads/2015/01/BrainHex-A-Neurobiological-Gamer-Typology-Survey.pdf},
BdskUrl2 = {http://dx.doi.org/10.1007/978-3-642-24500-8%5C_31}}
This paper briefly presents a player satisfaction model called BrainHex, which was based on insights from neurobiological findings as well as the results from earlier demographic game design models (DGD1 and DGD2). The model presents seven different archetypes of players: Seeker, Survivor, Daredevil, Mastermind, Conqueror, Socialiser, and Achiever. We explain how each of these player archetypes relates to older player typologies (such as Myers-Briggs), and how each archetype characterizes a specific playing style. We conducted a survey among more than 50,000 players using the BrainHex model as a personality type motivator to gather and compare demographic data to the different BrainHex archetypes. We discuss some results from this survey with a focus on psychometric orientation of respondents, to establish relationships between personality types and BrainHex archetypes.

Proceedings

Calibration Games : Making Calibration Tasks Enjoyable by Adding Motivating Game Elements

David Flatla, Carl Gutwin, Lennart Nacke, Scott Bateman, and Regan Mandryk. 2011. Calibration Games : Making Calibration Tasks Enjoyable by Adding Motivating Game Elements. In Proceedings of ACM UIST 2011. Santa Barbara, CA, United States. ACM, 403-412. doi:10.1145/2047196.2047248
PDFDOIBibTeXAbstract
@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.

Misc

Designing Affective Games Using Psychophysiological Input

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

Article

Developing a Triangulation System for Digital Game Events, Observational Video, and Psychophysiological Data to Study Emotional Responses to a Virtual Character

J. Matias Kivikangas, Lennart Nacke, and Niklas Ravaja. 2011. Developing a Triangulation System for Digital Game Events, Observational Video, and Psychophysiological Data to Study Emotional Responses to a Virtual Character. In Entertainment Computing 2, 1: 11-16. Elsevier. doi:10.1016/j.entcom.2011.03.006
PDFDOIBibTeXAbstract
@article{matias2011developing,
Abstract = {Game researchers are currently lacking comprehensive data analysis tools that triangulate game events, event-related survey data, and psychophysiological data. Such a tool would allow a comprehensive analysis of player engagement in digital games. The development of this tool was motivated by an experimental psychology study that asked whether emotional reactions to congruent and incongruent emotional stimuli within an intrinsically motivated game task are the same as within the traditional experimental picture-viewing paradigm. To address the needs of our study, we used the Source SDK (Valve Corporation) for creating a system that automates event logging, video management psychophysiological data markup. The system also allowed recording of self-report measures at individual play events without interrupting the game activity.},
Author = {J. M. Kivikangas, L. E. Nacke, and N. Ravaja},
Doi = {10.1016/j.entcom.2011.03.006},
Img = {http://hcigames.com/wp-content/uploads/2015/02/Developing-a-Triangulation-System-for-Digital-Game-Events-Observational-Video-and-Psychophysiological-Data-to-Study-Emotional-Responses-to-a-Virtual-Character.png},
Issn = {18759521},
Journal = {Entertainment computing},
Number = {1},
Pages = {11-16},
Publisher = {Elsevier},
Title = {Developing a Triangulation System for Digital Game Events, Observational Video, and Psychophysiological Data to Study Emotional Responses to a Virtual Character},
Url = {https://hcigames.com/download/developing-a-triangulation-system-for-digital-game-events-observational-video-and-psychophysiological-data-to-study-emotional-responses-to-a-virtual-character},
Volume = {2},
Year = {2011},
BdskUrl1 = {https://hcigames.com/wp-content/uploads/2015/01/Developing-a-Triangulation-System-for-Digital-Game-Events-Observational-Video-and-Psychophysiological-Data-to-Study-Emotional-Responses-to-a-Virtual-Character.pdf},
BdskUrl2 = {http://dx.doi.org/10.1016/j.entcom.2011.03.006}}
Game researchers are currently lacking comprehensive data analysis tools that triangulate game events, event-related survey data, and psychophysiological data. Such a tool would allow a comprehensive analysis of player engagement in digital games. The development of this tool was motivated by an experimental psychology study that asked whether emotional reactions to congruent and incongruent emotional stimuli within an intrinsically motivated game task are the same as within the traditional experimental picture-viewing paradigm. To address the needs of our study, we used the Source SDK (Valve Corporation) for creating a system that automates event logging, video management psychophysiological data markup. The system also allowed recording of self-report measures at individual play events without interrupting the game activity.

Proceedings

Directions in Physiological Game Evaluation and Interaction

Lennart Nacke. 2011. Directions in Physiological Game Evaluation and Interaction. In Proceedings of the BBI Workshop at CHI 2011. Vancouver, BC, Canada.
PDFBibTeXAbstract
@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.

Article

Evaluating Player Experience in Games

Anders Drachen, Calvin Lough, and Lennart Nacke. 2011. Evaluating Player Experience in Games. In 6th International Conference on the Foundations of Digital Games Workshop, 2011. ACM.

Proceedings

From Game Design Elements to Gamefulness: Defining "Gamification"

Sebastian Deterding, Dan Dixon, Rilla Khaled, and Lennart Nacke. 2011. From Game Design Elements to Gamefulness: Defining "Gamification". In Proceedings of MindTrek 2011. Tampere, Finland. ACM, 9-15. doi:10.1145/2181037.2181040
PDFDOIBibTeXAbstractExternal URL
@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.

Proceedings

Gamification: Toward a Definition

Sebastian Deterding, Rilla Khaled, Lennart Nacke, and Dan Dixon. 2011. Gamification: Toward a Definition. In Proceedings of CHI EA 2011. Vancouver, BC, Canada.
PDFBibTeXAbstract
@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.

Proceedings

Gamification: Using Game Design Elements in Non-Gaming Contexts

Sebastian Deterding, Miguel Sicart, Lennart Nacke, Kenton O'Hara, and Dan Dixon. 2011. Gamification: Using Game Design Elements in Non-Gaming Contexts. In Proceedings of CHI EA 2011. Vancouver, BC, Canada. ACM, 2425-2428. doi:10.1145/1979742.1979575
PDFDOIBibTeXAbstract
@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.

Collection

Influencing Experience: The Effects of Reading Game Reviews on Player Experience

Ian Livingston, Lennart Nacke, and Regan Mandryk. 2011. Influencing Experience: The Effects of Reading Game Reviews on Player Experience. In Proceedings of ICEC 2011. Vancouver, BC, Canada. Springer Berlin Heidelberg, 89-100. doi:10.1007/978-3-642-24500-8_10
PDFDOIBibTeXAbstractExternal URL
@incollection{livingston2011influencing,
Abstract = {Game reviews are used by game developers for making business decisions and measuring the success of a title, and have been shown to affect player perception of game quality. We conducted a study where players read positive or negative reviews of a game before playing, and show that the valence of review text affected game ratings and that these differences could not be explained by mediating changes in mood. Although we show predictable changes in player experience over the course of the study (measured objectively through physiological sensors), there were no objective differences in experience depending on review valence. Our results suggest that reading reviews does not directly affect play experience, but rather is a post-play cognitive rationalization of the experience with the content of the review. Our results are important for understanding player experience and to the game industry where reviews and user forums affect a game's commercial success.},
Address = {Vancouver, BC, Canada},
Author = {I. J. Livingston, L. E. Nacke, and R. L. Mandryk},
Booktitle = {Proceedings of icec 2011},
Doi = {10.1007/978-3-642-24500-8_10},
Pages = {89-100},
Publisher = {Springer Berlin Heidelberg},
Title = {Influencing Experience: The Effects of Reading Game Reviews on Player Experience},
Url = {http://dx.doi.org/10.1007/978-3-642-24500-8_10},
Year = {2011},
BdskUrl1 = {http://dx.doi.org/10.1007/978-3-642-24500-8%5C_10}}
Game reviews are used by game developers for making business decisions and measuring the success of a title, and have been shown to affect player perception of game quality. We conducted a study where players read positive or negative reviews of a game before playing, and show that the valence of review text affected game ratings and that these differences could not be explained by mediating changes in mood. Although we show predictable changes in player experience over the course of the study (measured objectively through physiological sensors), there were no objective differences in experience depending on review valence. Our results suggest that reading reviews does not directly affect play experience, but rather is a post-play cognitive rationalization of the experience with the content of the review. Our results are important for understanding player experience and to the game industry where reviews and user forums affect a game's commercial success.

Article

LAIF: A Logging and Interaction Framework for Gaze-Based Interfaces in Virtual Entertainment Environments

Lennart Nacke, Sophie Stellmach, Dennis Sasse, Joerg Niesenhaus, and Raimund Dachselt. 2011. LAIF: A Logging and Interaction Framework for Gaze-Based Interfaces in Virtual Entertainment Environments. In Entertainment Computing 2, 4: 265-273. Elsevier. doi:10.1016/j.entcom.2010.09.004
PDFDOIBibTeXAbstract
@article{nacke2011laif,
Abstract = {Eye tracking is starting to be used for evaluation and interaction in virtual environments. Especially digital games can benefit from an integrated approach, using eye tracking technology for analysis and interaction. One benefit is faster development of gaze interaction games, which can be automatically evaluated in iterative development cycles. For this purpose, we present a framework of programming libraries that enables rapid game development and gameplay analysis within an experimental research environment. The framework presented here is extensible for different kinds of logging (e.g., psychophysiological and in-game behavioral data) and facilitates studies using eye-tracking technology in digital entertainment environments. An experimental study using gaze-only interaction in a digital game is presented and highlights the framework's capacity to create games and evaluate novel entertainment interfaces.},
Author = {L. E. Nacke, S. Stellmach, D. Sasse, J. Niesenhaus, and R. Dachselt},
Doi = {10.1016/j.entcom.2010.09.004},
Img = {http://hcigames.com/wp-content/uploads/2015/02/LAIF-A-Logging-and-Interaction-Framework-for-Gaze-Based-Interfaces-in-Virtual-Entertainment-Environments.png},
Journal = {Entertainment computing},
Keywords = {digital games,eye tracking,gameplay logging,interactive techniques,software tool,xna},
Number = {4},
Pages = {265-273},
Publisher = {Elsevier},
Title = {LAIF: A Logging and Interaction Framework for Gaze-Based Interfaces in Virtual Entertainment Environments},
Url = {https://hcigames.com/download/laif-a-logging-and-interaction-framework-for-gaze-based-interfaces-in-virtual-entertainment-environments},
Volume = {2},
Year = {2011},
BdskUrl1 = {https://hcigames.com/wp-content/uploads/2015/01/LAIF-A-Logging-and-Interaction-Framework-for-Gaze-Based-Interfaces-in-Virtual-Entertainment-Environments.pdf},
BdskUrl2 = {http://dx.doi.org/10.1016/j.entcom.2010.09.004}}
Eye tracking is starting to be used for evaluation and interaction in virtual environments. Especially digital games can benefit from an integrated approach, using eye tracking technology for analysis and interaction. One benefit is faster development of gaze interaction games, which can be automatically evaluated in iterative development cycles. For this purpose, we present a framework of programming libraries that enables rapid game development and gameplay analysis within an experimental research environment. The framework presented here is extensible for different kinds of logging (e.g., psychophysiological and in-game behavioral data) and facilitates studies using eye-tracking technology in digital entertainment environments. An experimental study using gaze-only interaction in a digital game is presented and highlights the framework's capacity to create games and evaluate novel entertainment interfaces.

Proceedings

Player Typology in Theory and Practice

Chris Bateman, Rebecca Lowenhaupt, and Lennart Nacke. 2011. Player Typology in Theory and Practice. In Proceedings of DIGRA 2011. Utrecht, The Netherlands.
PDFBibTeXAbstract
@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.

Book Chapter

Player-Game Interaction Through Affective Sound

Lennart Nacke and Mark Grimshaw. 2011. Player-Game Interaction Through Affective Sound. Hershey, PA, United States. IGI Global, 264-285. doi:10.4018/978-1-61692-828-5.ch013
PDFDOIBibTeXAbstractExternal URL
@article{nacke2011player,
Abstract = {This chapter treats computer game playing as an affective activity, largely guided by the audio-visual aesthetics of game content (of which, here, we concentrate on the role of sound) and the pleasure of gameplay. To understand the aesthetic impact of game sound on player experience, definitions of emotions are briefly discussed and framed in the game context. This leads to an introduction of empirical methods for assessing physiological and psychological effects of play, such as the affective impact of sonic player-game interaction. The psychological methodology presented is largely based on subjective interpretation of experience, while psychophysiological methodology is based on measurable bodily changes, such as context-dependent, physiological experience. As a means to illustrate both the potential and the difficulties inherent in such methodology we discuss the results of some experiments that investigate game sound and music effects and, finally, we close with a discussion of possible research directions based on a speculative assessment of the future of player-game interaction through affective sound.},
Address = {Hershey, PA, United States},
Author = {L. E. Nacke and M. Grimshaw},
Chapter = {13},
Doi = {10.4018/978-1-61692-828-5.ch013},
Editor = {M. N. Grimshaw},
Isbn = {161692828X},
Journal = {Game sound technology and player interaction: concepts and developments},
Pages = {264-285},
Publisher = {IGI Global},
Title = {Player-Game Interaction Through Affective Sound},
Url = {http://www.igi-global.com/chapter/game-sound-technology-player-interaction/46796},
Year = {2011},
BdskUrl1 = {http://www.igi-global.com/chapter/game-sound-technology-player-interaction/46796},
BdskUrl2 = {http://dx.doi.org/10.4018/978-1-61692-828-5.ch013}}
This chapter treats computer game playing as an affective activity, largely guided by the audio-visual aesthetics of game content (of which, here, we concentrate on the role of sound) and the pleasure of gameplay. To understand the aesthetic impact of game sound on player experience, definitions of emotions are briefly discussed and framed in the game context. This leads to an introduction of empirical methods for assessing physiological and psychological effects of play, such as the affective impact of sonic player-game interaction. The psychological methodology presented is largely based on subjective interpretation of experience, while psychophysiological methodology is based on measurable bodily changes, such as context-dependent, physiological experience. As a means to illustrate both the potential and the difficulties inherent in such methodology we discuss the results of some experiments that investigate game sound and music effects and, finally, we close with a discussion of possible research directions based on a speculative assessment of the future of player-game interaction through affective sound.

Proceedings

The Impact of Negative Game Reviews and User Comments on Player Experience

Ian Livingston, Lennart Nacke, and Regan Mandryk. 2011. The Impact of Negative Game Reviews and User Comments on Player Experience. In Proceedings of ACM SIBGRAPH 2011. Vancouver, BC, Canada. ACM, 4. doi:10.1145/2037692.2037697
PDFDOIBibTeXAbstract
@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.

Article

Towards a Framework of Player Experience Research

Lennart Nacke and Anders Drachen. 2011. Towards a Framework of Player Experience Research. In Proceedings of EPEX 2011. Bordeaux, France.
PDFBibTeXAbstract
@article{nacke2011towards,
Abstract = {Player Experience (PX), user experience in the specific context of digital games, is currently a nebulous term with no commonly accepted definition or coherent backing theory. In this paper, a brief overview of the current stateof-the-art of PX knowledge is presented, with a specific emphasis on comparing PX research with the massive amount of knowledge currently being generated about user experience in other areas of HCI, notably productivity applications. Furthermore, to outline the current gaps in the knowledge of PX and integrate current research into a unified theoretical framework, creating a shared point of reference for the decidedly multi-disciplinary PX research.},
Address = {Bordeaux, France},
Author = {L. E. Nacke and A. Drachen},
Img = {http://hcigames.com/wp-content/uploads/2015/02/Towards-a-Framework-of-Player-Experience-Research.png},
Journal = {Proceedings of the international workshop on evaluating player experience in games at fdg 2011},
Title = {Towards a Framework of Player Experience Research},
Url = {https://hcigames.com/download/towards-a-framework-of-player-experience-research},
Year = {2011},
BdskUrl1 = {https://hcigames.com/wp-content/uploads/2015/01/Towards-a-Framework-of-Player-Experience-Research.pdf}}
Player Experience (PX), user experience in the specific context of digital games, is currently a nebulous term with no commonly accepted definition or coherent backing theory. In this paper, a brief overview of the current stateof-the-art of PX knowledge is presented, with a specific emphasis on comparing PX research with the massive amount of knowledge currently being generated about user experience in other areas of HCI, notably productivity applications. Furthermore, to outline the current gaps in the knowledge of PX and integrate current research into a unified theoretical framework, creating a shared point of reference for the decidedly multi-disciplinary PX research.
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