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Researching Affective Systems and Engaging Interactions

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Elisa Mekler

Post Doctoral Fellow


@elisamekler
Elisa Mekler was a post-doctoral fellow at the HCI Games Group. She holds a PhD in Cognitive Psychology from the University of Basel with special emphasis on Human-Computer Interaction. Her research focuses on the characteristics of enjoyable and meaningful user experiences with games, gamification, and interactive technology in general. She is particularly interested in why people sometimes value (mixed and negative) emotional experiences with technology, as well as the motivational mechanisms underlying gamification. Her publications have won best paper (top 1%) and best paper honourable mention awards (top 5%) at the premier human-computer interaction conferences CHI and CHI PLAY.

Projects

Applied Game Design for Non-Entertainment Systems
Developing and Analysing Adaptive, Enjoyable, and Engaging Human-Computer Interfaces

Publications

Year 2019


Article

Defining Gameful Experience as a Psychological State Caused by Gameplay: Replacing the Term ‘Gamefulness’ 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 ‘Gamefulness’ 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 ‘Gamefulness’ 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

ExerCube vs. Personal Trainer: Evaluating a Holistic, Immersive, and Adaptive Fitness Game Setup.

Anna-Lisa Martin-Niedecken, Katja Rogers, Laia Turmo Vidal, Elisa Mekler, and Elena Márquez Segura. 2019. ExerCube vs. Personal Trainer: Evaluating a Holistic, Immersive, and Adaptive Fitness Game Setup.. In Proceedings of the CHI Conference on Human Factors in Computing Systems (CHI’19). ACM. doi:10.1145/3290605.3300318
DOIBibTeXAbstract
@inproceedings{martinniedecken2019exercube,
author = {Martin-Niedecken, Anna Lisa and Rogers, Katja and Turmo Vidal, Laia and Mekler, Elisa D. and M\'{a}rquez Segura, Elena},
title = {ExerCube vs. Personal Trainer: Evaluating a Holistic, Immersive, and Adaptive Fitness Game Setup},
year = {2019},
isbn = {9781450359702},
publisher = {Association for Computing Machinery},
address = {New York, NY, USA},
url = {https://doi.org/10.1145/3290605.3300318},
doi = {10.1145/3290605.3300318},
booktitle = {Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems},
pages = {1–15},
numpages = {15},
keywords = {fitness game, exertion game, flow, exercube, adaptivity},
location = {Glasgow, Scotland Uk},
series = {CHI ’19}
}
  
Today's spectrum of playful fitness solutions features systems that are clearly game-first or fitness-first in design; hardly any sufficiently incorporate both areas. Consequently, existing applications and evaluations often lack in focus on attractiveness and effectiveness, which should be addressed on the levels of body, controller, and game scenario following a holistic design approach. To contribute to this topic and as a proof-of-concept, we designed the ExerCube, an adaptive fitness game setup. We evaluated participants' multi-sensory and bodily experiences with a non-adaptive and an adaptive ExerCube version and compared them with personal training to reveal insights to inform the next iteration of the ExerCube. Regarding flow, enjoyment and motivation, the ExerCube is on par with personal training. Results further reveal differences in perception of exertion, types and quality of movement, social factors, feedback, and audio experiences. Finally, we derive considerations for future research and development directions in holistic fitness game setups.

Year 2017


Proceedings

Testing Incremental Difficulty Design in Platformer Games

Rina Wehbe, Elisa Mekler, Mike Schäkermann, 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.

Year 2016


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, 335–341. 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

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.
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