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Researchers

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Gustavo Fortes Tondello

Ph.D. Researcher, Personalization of Gameful Interactive Systems


@GustavoTondello

www.gamefulbits.com
Dr. Gustavo Tondello was an instructor and support coordinator for the Cheriton School of Computer Science. He was a Ph.D. student at the University of Waterloo under the supervision of Dr. Lennart Nacke and Dr. Daniel Vogel and a graduate researcher at the HCI Games Group. He is a co-founder of MotiviUX and member of the International Gamification Federation. His research interests include gamification and games for health, wellbeing, and learning, user experience in gamification, and gameful design methods. His work focuses on the design and personalization of gameful applications. His publications advanced the current knowledge on player and user motivations in games and gameful applications and introduced new frameworks and approaches to designing personalized gameful applications and serious games. He periodically blogs about gamification for the HCI Games Group and on his personal blog, Gameful Bits. Before coming to Canada, Gustavo earned his M.Sc. in Computer Science and his B.Sc. in Information Systems from the Federal University of Santa Catarina (UFSC) and worked for several years as a Software Engineer in Brazil. Gustavo is also a Logosophy researcher affiliated with the Logosophical Foundation of Brazil and North America.

Projects

Affective Evaluation of Games & Interactive Media
Applied Game Design for Non-Entertainment Systems
Gamification of Social Recruitment Applications
Games User Research
Health and Fitness Gaming
Interactive and Multi-Modal Experience Research Syndicate (IMMERSe)
SWaGUR: Saskatchewan-Waterloo Games User Research
Developing and Analysing Adaptive, Enjoyable, and Engaging Human-Computer Interfaces
Personalized Gameful Design
Developing and Analyzing Immersive Game Technologies and Components for Motivation, Wellbeing, and Guidance

Publications

Year 2020


Proceedings

HexArcade: Predicting Hexad User Types By Using Gameful Applications

Maximilian Altmeyer , Gustavo Fortes Tondello, Antonio Krüger, 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 person’s gameful experience and immersion within an interactive system negatively. Furthermore, studies investigating correlations between Hexad user types and preferences for gamification elements were survey-based (i.e., not based on user behaviour). In this paper, we improve upon both these aspects. In a user study (N=147), we show that gameful applications can be used to predict Hexad user types and that the interaction behaviour with gamification elements corresponds to a users’ Hexad type. Ultimately, participants perceived our gameful applications as more enjoyable and immersive than filling out the Hexad questionnaire.

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.

Year 2019


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 elements—such as points, leaderboards, or levels. Consequently, we still lack studies exploring different ways of designing gameful learning experiences. Therefore, we introduce the design and implementation of a digital system employing a skill tree to mediate instructor feedback and assignment grading in a university course, Additionally, we present the results of a pilot evaluation with 16 students in which we summarized the positive and negative aspects of the experience to derive lessons learned for the use of digital skill trees in similar contexts. Finally, we suggest topics for further investigation.},
address = {Barcelona, Spain},
author = {Tondello, Gustavo F. and Nacke, Lennart E.},
booktitle = {Proceedings of the 3rd International Symposium on Gamification and Games for Learning - GamiLearn '19},
title = {{A Pilot Study of a Digital Skill Tree in Gameful Education}},
year = {2019},
url = {http://ceur-ws.org/Vol-2497/paper15.pdf}
}
Gameful digital applications have been adopted in higher education to help increase student engagement and improve learning. However, many studies have only evaluated educational applications that combine some common game design elements—such as points, leaderboards, or levels. Consequently, we still lack studies exploring different ways of designing gameful learning experiences. Therefore, we introduce the design and implementation of a digital system employing a skill tree to mediate instructor feedback and assignment grading in a university course, Additionally, we present the results of a pilot evaluation with 16 students in which we summarized the positive and negative aspects of the experience to derive lessons learned for the use of digital skill trees in similar contexts. Finally, we suggest topics for further investigation.

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.

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 scale’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 participants’ 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 participants‘ 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.},
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 participants’ 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 user’s motivation to interact with a software, but there are presently no accepted guidelines on how to find out if this goal was achieved during the design phase of a project. This paper presents the Gameful Design Heuristics, a novel set of guidelines that facilitate a heuristic evaluation of gameful software, with a focus on the software’s potential to afford intrinsic and extrinsic motivation for the user. First, we reviewed several gameful design methods to identify the most frequently employed dimensions of motivational affordances. Then, we devised a set of 28 gamification heuristics that can be used to rapidly evaluate a gameful system. Finally, we conducted a summative empirical evaluation study with five user experience professionals, which demonstrated that our heuristics can help the evaluators find more motivational issues in interactive systems than they would without the heuristics. The suggested method fulfills the need for evaluation tools specific to gameful design, which could help evaluators assess the potential user experience of a gameful application in the early phases of a project.

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 participants’ preferences for different games. Additionally, we provide information about the characteristics of players who enjoy each game.

Proceedings

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

Alberto Mora, Gustavo Fortes Tondello, Laura Calvet, Carina González, 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 - Interacción '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 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.

Proceedings

“I don't fit into a single type”: A Trait Model and Scale of Game Playing Preferences

Gustavo Fortes Tondello, Karina Arrambide, Giovanni Ribeiro, Andrew Cen, and Lennart Nacke. 2019. “I don't fit into a single type”: 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 = {{“I don't fit into a single type”: A Trait Model and Scale of Game Playing Preferences}},
year = {2019},
doi = {10.1007/978-3-030-29384-0_23}
}
Player typology models classify different player motivations and behaviours. These models are necessary to design personalized games or to target specific audiences. However, many models lack validation and standard measurement instruments. Additionally, they rely on type theories, which split players into separate categories. Yet, personality research has lately favoured trait theories, which recognize that people's preferences are composed of a sum of different characteristics. Given these shortcomings of existing models, we developed a player traits model built on a detailed review and synthesis of the extant literature, which introduces five player traits: aesthetic orientation, narrative orientation, goal orientation, social orientation, and challenge orientation. Furthermore, we created and validated a 25-item measurement scale for the five player traits. This scale outputs a player profile, which describes participants' preferences for different game elements and game playing styles. Finally, we demonstrate that this is the first validated player preferences model and how it serves as an actionable tool for personalized game design.

Year 2018


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 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.

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.

Misc

How to publish research results for academic and non-academic audiences

Gustavo Fortes Tondello. 2018. How to publish research results for academic and non-academic audiences. ACM, 16-17. doi:10.1145/3265921
DOIBibTeXAbstractExternal URL
@article{10.1145/3265921,
author = {Tondello, Gustavo Fortes},
title = {How to Publish Research Results for Academic and Non-Academic Audiences},
year = {2018},
issue_date = {Fall 2018},
publisher = {Association for Computing Machinery},
address = {New York, NY, USA},
volume = {25},
number = {1},
issn = {1528-4972},
url = {https://doi.org/10.1145/3265921},
doi = {10.1145/3265921},
abstract = {The XRDS blog highlights a range of topics from conference coverage, to security and privacy, to CS theory. Selected blog posts, edited for print, are featured in every issue. Please visit xrds.acm.org/blog to read each post in its entirety. If you are interested in joining as a student blogger, please contact us.},
journal = {XRDS},
month = oct,
pages = {16–17},
numpages = {2}
}
The XRDS blog highlights a range of topics from conference coverage, to security and privacy, to CS theory. Selected blog posts, edited for print, are featured in every issue. Please visit xrds.acm.org/blog to read each post in its entirety. If you are interested in joining as a student blogger, please contact us.

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 people’s gamification user types play significant roles in the perceived persuasiveness of different strategies. People scoring high in the ‘player’ user type tend to be motivated by competition, comparison, cooperation, and reward while ‘disruptors’ are likely to be demotivated by punishment, goal-setting, simulation, and self-monitoring. ‘Socialisers’ could be motivated using any of the strategies; they are the most responsive to persuasion overall. Finally, we contribute to CHI research and practice by offering design guidelines for tailoring persuasive gameful systems to each gamification user type.

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 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.

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 Human–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 players’ preferences toward 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 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 participants’ genders and attitudes toward story can partially explain player preferences toward certain games. Finally, we present the implications toward a definitive player traits model.

Year 2017


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 participants’ preferences and discuss the implications of these findings.

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 = {413–418},
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

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

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 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.

Article

Incentives and Gamification

Yannai Gonczarowski and Gustavo Fortes Tondello. 2017. Incentives and Gamification. In XRDS: Crossroads, The ACM Magazine for Students 24, 1: 9-11. ACM. doi:10.1145/3123766
PDFDOIBibTeX
@article{Gonczarowski2017,
author = {Gonczarowski, Yannai A. and Tondello, Gustavo F.},
doi = {10.1145/3123766},
journal = {XRDS: Crossroads, The ACM Magazine for Students},
mendeley-groups = {HCI Games Group Publications},
number = {1},
pages = {9--11},
title = {{Incentives and Gamification}},
volume = {24},
year = {2017}
}

Misc

Positive Computing: A novel research field to promote human well-being

Gustavo Fortes Tondello. 2017. Positive Computing: A novel research field to promote human well-being. ACM, 20. doi:10.1145/3100262
DOIBibTeXAbstractExternal URL
@article{10.1145/3100262,
author = {Tondello, Gustavo Fortes},
title = {Positive Computing: A Novel Research Field to Promote Human Well-Being},
year = {2017},
issue_date = {Summer 2017},
publisher = {Association for Computing Machinery},
address = {New York, NY, USA},
volume = {23},
number = {4},
issn = {1528-4972},
url = {https://doi.org/10.1145/3100262},
doi = {10.1145/3100262},
abstract = {After decades of remarkable leaps and bounds, is technology really helping to increase society's well-being?},
journal = {XRDS},
month = jun,
pages = {20},
numpages = {1}
}
After decades of remarkable leaps and bounds, is technology really helping to increase society's well-being?

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 – the pursuit of a happy and meaningful life, rather than the avoidance of illness. Therefore, this full-day Workshop aims to form a community, discuss theoretical and practical considerations, and promote the development of research projects focused on “Positive Gaming” – the use of gamification and games as tools for realizing Positive Computing objectives. This will create the opportunities for interested researchers to form a common understanding, develop methods and procedures, and establish a roadmap for future research in Positive Gaming.},
address = {Amsterdam, Netherlands},
author = {Tondello, Gustavo F. and Orji, Rita and Vella, Kellie and Johnson, Daniel and van Dooren, Marierose M.M. and Nacke, Lennart E.},
booktitle = {Proceedings of the 2017 Annual Symposium on Computer-Human Interaction in Play - CHI PLAY '17 Extended Abstracts},
doi = {10.1145/3130859.3131442},
isbn = {9781450351119},
keywords = {Gameful Design,Games,Gamification,Health,Positive Computing,Positive Gaming,Wellbeing},
publisher = {ACM},
title = {{Positive Gaming : Workshop on Gamification and Games for Wellbeing}},
year = {2017}
}
Gamification and games have been used and studied in a variety of applications related with health and wellbeing. Nevertheless, there are very few studies aimed at designing games (whether serious games or recreational games) or gameful applications for improving wellbeing or flourishing – the pursuit of a happy and meaningful life, rather than the avoidance of illness. Therefore, this full-day Workshop aims to form a community, discuss theoretical and practical considerations, and promote the development of research projects focused on “Positive Gaming” – the use of gamification and games as tools for realizing Positive Computing objectives. This will create the opportunities for interested researchers to form a common understanding, develop methods and procedures, and establish a roadmap for future research in Positive Gaming.

Proceedings

Proceedings of the positive gaming: Workshop on gamification and games for wellbeing–Preface

Gustavo Fortes Tondello, Daniel Johnson, Rita Orji, Marierose van Dooren, and Kellie Vella. 2017. Proceedings of the positive gaming: Workshop on gamification and games for wellbeing–Preface. In CEUR Workshop Proceedings. CEUR-WS. Online: https://eprints.qut.edu.au/200638/
BibTeXAbstractExternal URL
@inproceedings{tondello2017proceedings,
  title={Proceedings of the positive gaming: Workshop on gamification and games for wellbeing--Preface},
  author={Tondello, Gustavo F and Johnson, Daniel and Orji, Rita and Van Dooren, Marierose MM and Vella, Kellie and Nacke, Lennart E},
  booktitle={CEUR Workshop Proceedings},
  volume={2055},
  year={2017},
  organization={CEUR-WS}
}
Gamification[5]and games have been used and studied in a variety of applications related to health and wellbeing [6,7,13]. Nevertheless, their application in the domains of wellbeing and flourishing[8,14](the pursuit of a happy and meaningful life rather than the simple in existence of illness) remain considerably less studied than other more common application areas, such as physical health or fitness. Therefore, this Workshop[15] aimed to provoke research and discussion by bringing together a community of interested researchers to discuss theoretical and practical considerations and promote the development of research projects focused on “Positive Gaming”as a technique for realizing the Positive Computing[2] objective of using technology to foster flourishing. A total of eight papers were accepted and presented at the Workshop. They addressed a rich variety of topics covering various areas of positive gaming including methods to understand users and design gameful applications for wellbeing. Examples application areas include motivating engagement in wellness activities, kindness interventions, nutritional interventions, and emotion regulation training; considerations for using technology to boost employee wellbeing; and opportunities for exploring game audio as a facilitator of wellbeing.

Proceedings

Recommender Systems for Personalized Gamification

Gustavo Fortes Tondello, Rita Orji, and Lennart Nacke. 2017. Recommender Systems for Personalized Gamification. In Proceedings of UMAP’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.

Misc

UMAP 2017 Fifty Shades of Personalization-Workshop on Personalization in Serious and Persuasive Games and Gameful Interactions: Organizers' Welcome & Organization

Elke Mattheiss, Marc Busch, Rita Orji, Gustavo Fortes Tondello, Andrzej Marczewski, Wolfgang Hochleitner, Michael Lankes, and Manfred Tscheligi. 2017. UMAP 2017 Fifty Shades of Personalization-Workshop on Personalization in Serious and Persuasive Games and Gameful Interactions: Organizers' Welcome & Organization. ACM, 395-397. doi:10.1145/3099023.3099109
DOIBibTeXAbstractExternal URL
@inproceedings{10.1145/3099023.3099109,
author = {Mattheiss, Elke and Busch, Marc and Orji, Rita and Tondello, Gustavo F. and Marczewski, Andrzej and Hochleitner, Wolfgang and Lankes, Michael and Tscheligi, Manfred},
title = {UMAP 2017 Fifty Shades of Personalization - Workshop on Personalization in Serious and Persuasive Games and Gameful Interactions: Organizers' Welcome & Organization},
year = {2017},
isbn = {9781450350679},
publisher = {Association for Computing Machinery},
address = {New York, NY, USA},
url = {https://doi.org/10.1145/3099023.3099109},
doi = {10.1145/3099023.3099109},
abstract = {It is our great pleasure to welcome you to the UMAP 2017 Fifty Shades of Personalization - Workshop on Personalization in Serious and Persuasive Games and Gameful Interactions. Serious games (games for purposes other than entertainment) as well as persuasive games (games for promoting desirable behavior without coercion) are increasingly adopted by scholars and have also found their way into industry. Elements of games are also increasingly used to design gameful interactions (this is also referred to as gamification). Serious and persuasive approaches focus on imparting knowledge and raising awareness about topics or issues, and also fostering attitude or behavior change in a desirable direction, for example towards a healthier lifestyle.In an era when we are used to highly individualized, personal and ubiquitous interactions and with the possibility to collect an enormous amount of information about people's behaviors, habits and attitudes, personalization has increased much in significance since it became a topic in Human-Computer Interaction. Not only do we have advanced opportunities to personalize serious and persuasive games and gameful interactions, we have also scientific evidence that this is highly useful. Studies show that these technologies are more effective in educating users about certain topics and in supporting them in behavioral and attitudinal change, as well as in raising awareness and engaging them in specific topics, when they are personalized in contrast to employing a one-size-fits-all approach.Although personalization of serious and persuasive games and gameful interactions is a vibrant and highly promising area and has become an important researched field, many aspects of it are still underexplored. Thus, there is common understanding on the importance of personalization itself, but also an ongoing debate and a growing number of research on the approaches used for personalization: Will we use subjective or objective variables for personalization? Will we use continuous (such as traits) or categorical (such as types) dimensions? Will we personalize according to specific interactions (e.g. game dynamics) or ends of the interaction (e.g. different goals)? Will we rely on an a priori personalization or will we be able to personalize in real-time? The various shades of personalization in serious games and gameful interactions will be the central aspect of the workshop and will form the basis for participants' discussions.},
booktitle = {Adjunct Publication of the 25th Conference on User Modeling, Adaptation and Personalization},
pages = {395–397},
numpages = {3},
location = {Bratislava, Slovakia},
series = {UMAP '17}
}
It is our great pleasure to welcome you to the UMAP 2017 Fifty Shades of Personalization-Workshop on Personalization in Serious and Persuasive Games and Gameful Interactions. Serious games (games for purposes other than entertainment) as well as persuasive games (games for promoting desirable behavior without coercion) are increasingly adopted by scholars and have also found their way into industry. Elements of games are also increasingly used to design gameful interactions (this is also referred to as gamification). Serious and persuasive approaches focus on imparting knowledge and raising awareness about topics or issues, and also fostering attitude or behavior change in a desirable direction, for example towards a healthier lifestyle.

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 “positive organizations” and promoting employees' wellbeing using the latest technologies in today's best companies worldwide, there has been a lack of rigorous research to provide solid evidence for these decisions. In this review, we present a call for future research to integrate and test technologically facilitated positive psychology interventions with gamification elements to better understand how to minimize harm and promote user benefits. We review the current online positive psychology intervention research, which we argue provides a critical guide for the development of future wellbeing technology. We also explore how gamification shows promise for promoting the benefits of positive psychology interventions (e.g., user enjoyment, autonomous motivation), as well as areas where gamification can pose a threat to wellbeing. There may be a fine line between harmful and helpful wellbeing solutions in our connected and technologically driven world of work; research now needs to uncover where to draw that line.},
address = {Amsterdam, Netherlands},
author = {Pogrebtsova, Ekaterina and Tondello, Gustavo F. and Premsukh, Hardy and Nacke, Lennart E.},
booktitle = {Positive Gaming: Workshop on Gamification and Games for Wellbeing},
keywords = {Wellbeing,gamification,positive organizations,positive psychology},
title = {{Using technology to boost employee wellbeing ? How gamification can help or hinder results}},
year = {2017}
}
Research can help improve the lives of employees by revealing ways in which technology can be leveraged to progress innovative, time and cost-effective ways to promote their wellbeing. However, even with the trends of building “positive organizations” and promoting employees’ wellbeing using the latest technologies in today’s best companies worldwide, there has been a lack of rigorous research to provide solid evidence for these decisions. In this review, we present a call for future research to integrate and test technologically facilitated positive psychology interventions with gamification elements to better understand how to minimize harm and promote user benefits. We review the current online positive psychology intervention research, which we argue provides a critical guide for the development of future wellbeing technology. We also explore how gamification shows promise for promoting the benefits of positive psychology interventions (e.g., user enjoyment, autonomous motivation), as well as areas where gamification can pose a threat to wellbeing. There may be a fine line between harmful and helpful wellbeing solutions in our connected and technologically driven world of work; research now needs to uncover where to draw that line.

Year 2016


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.

Misc

An introduction to gamification in human-computer interaction

Gustavo Fortes Tondello. 2016. An introduction to gamification in human-computer interaction. ACM, 15-17. doi:10.1145/2983457
DOIBibTeXAbstractExternal URL
@article{10.1145/2983457,
author = {Tondello, Gustavo Fortes},
title = {An Introduction to Gamification in Human-Computer Interaction},
year = {2016},
issue_date = {Fall 2016},
publisher = {Association for Computing Machinery},
address = {New York, NY, USA},
volume = {23},
number = {1},
issn = {1528-4972},
url = {https://doi.org/10.1145/2983457},
doi = {10.1145/2983457},
abstract = {Improving user experience through game play.},
journal = {XRDS},
month = sep,
pages = {15–17},
numpages = {3}
}
Improving user experience through game play.

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 people’s social interactions to facilitate the emergence of social dynamics. By providing a platform for large-scale, playful interaction, the game creates an experience that fosters the development of mutually beneficial, personal, and professional relationships among players.},
Address = {Niagara Falls, ON, Canada},
Author = {G. F. Tondello, R. R. Wehbe, and L. E. Nacke},
Booktitle = {Proceedings of the 2016 international conference on interactive surfaces and spaces - iss '16},
Doi = {10.1145/2992154.2996870},
File = {::},
Img = {http://hcigames.com/wp-content/uploads/2015/08/CHI-PLAYGUE-A-Networking-Game-of-Emergent-Sociality1.jpg},
Keywords = {Social networking game, mobile game, mixed-reality game, social game, gamification},
Publisher = {ACM},
Title = {CHI PLAYGUE: A Mobile Conference Networking Game},
Url = {https://hcigames.com/download/chi-playgue-a-mobile-conference-networking-game},
Year = {2016},@inproceedings{Tondello2016b,
Modern professional networking relies on social media. To take advantage of this fact, we present CHI PLAYGUE, a conference game designed to facilitate interaction among strangers and encourage social networking to create a community. The game integrates digital technology (mobile devices and large displays) within the space of the conference venue, combined with a mixed-reality narrative and people’s social interactions to facilitate the emergence of social dynamics. By providing a platform for large-scale, playful interaction, the game creates an experience that fosters the development of mutually beneficial, personal, and professional relationships among players.

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

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

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.

Proceedings

“The Collecting Itself Feels Good”: Towards Collection Interfaces for Digital Game Objects

Zachary Toups, Nicole Crenshaw, Rina Wehbe, Gustavo Fortes Tondello, and Lennart Nacke. 2016. “The Collecting Itself Feels Good”: 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 = {“The Collecting Itself Feels Good”: Towards Collection Interfaces for Digital Game Objects},
Url = {https://hcigames.com/download/the-collecting-itself-feels-good},
Year = {2016},
Digital games offer a variety of collectible objects. We investigate players' collecting behaviors in digital games to determine what digital game objects players enjoyed collecting and why they valued these objects. Using this information, we seek to inform the design of future digital game object collection interfaces. We discuss the types of objects that players prefer, the reasons that players value digital game objects, and how collection behaviors may guide play. Through our findings, we identify design implications for digital game object collection interfaces: enable object curation, preserve rules and mechanics, preserve context of play, and allow players to share their collections with others. Digital game object collection interfaces are applicable to the design of digital games, gamified applications, and educational software.

Year 2015


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.

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 player’s collections. We expect to discover new connections between play style and/or personality type and why players enjoy collecting digital objects. Implications from this work explain what drives player enjoyment, which will inform not only general game design, but specifically enhance retention and interest in serious games, gamified applications, and educational systems.},
Address = {London, UK},
Author = {Z. O. Toups, G. F. Tondello, R. R. Wehbe, L. E. Nacke, and N. K. Crenshaw},
Booktitle = {Workshop on personalization in serious and persuasive games and gamified interactions},
File = {::},
Img = {http://hcigames.com/wp-content/uploads/2015/10/troll-priest-25.jpg},
Keywords = {Collections,Game Object Value,Player Attitudes},
Title = {Toward Understanding Why Players Value In-Game Collections},
Url = {https://hcigames.com/download/toward-understanding-why-players-value-in-game-collections},
Year = {2015},
The purpose of this paper is to investigate why players value in-game objects by collecting data through online survey and, in the near future, through follow-up interviews. Initial analyses of our online survey data reveal how game genre interacts with the the perceived value of the player’s collections. We expect to discover new connections between play style and/or personality type and why players enjoy collecting digital objects. Implications from this work explain what drives player enjoyment, which will inform not only general game design, but specifically enhance retention and interest in serious games, gamified applications, and educational systems.

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

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 players’ penchant for collecting items can inform game design. As part of an ongoing research agenda to understand player atti- tudes towards digital game objects, we conducted an online survey about player habits with interviews as future work. We present an initial analysis of our data. Our findings suggest that players value game objects most in Role-Playing Games (RPGs). Utility and Enjoy- ment were cited as the main reasons for a digital game objects’ value, followed by Investment, Self-Expression and Memory. Dyes or color-changing features; physical placement adjustments; and naming or name-changing features were the most frequent personalization fea- tures desired for game object customization. We aim to improve game design through a deep understanding of player motivations regarding their game objects.},
Address = {London, United Kingdom},
Author = {G. F. Tondello, R. R. Wehbe, Z. O. Toups, L. E. Nacke, and N. K. Crenshaw},
Booktitle = {Proceedings of chi play 2015},
Doi = {http://dx.doi.org/10.1145/2793107.2810292},
File = {::},
Img = {http://hcigames.com/wp-content/uploads/2015/10/troll-priest-25.jpg},
Isbn = {9781450334662},
Keywords = {Game Object Value,Player Attitudes},
Publisher = {ACM},
Title = {Understanding Player Attitudes Towards Digital Game Objects},
Url = {https://hcigames.com/download/understanding-player-attitudes-towards-digital-game-objects},
Year = {2015},
Humans collect; we examine this behavior in digital game contexts to understand how players’ penchant for collecting items can inform game design. As part of an ongoing research agenda to understand player atti- tudes towards digital game objects, we conducted an online survey about player habits with interviews as future work. We present an initial analysis of our data. Our findings suggest that players value game objects most in Role-Playing Games (RPGs). Utility and Enjoy- ment were cited as the main reasons for a digital game objects’ value, followed by Investment, Self-Expression and Memory. Dyes or color-changing features; physical placement adjustments; and naming or name-changing features were the most frequent personalization fea- tures desired for game object customization. We aim to improve game design through a deep understanding of player motivations regarding their game objects.

Year 2008


Article

A QoS-based Search Engine for Semantic Web Services

Gustavo Fortes Tondello and Frank Siqueira. 2008. A QoS-based Search Engine for Semantic Web Services. In XXXIV Conferencia Latinoamericana de Informática. Online: https://d1wqtxts1xzle7.cloudfront.net/51106759/A_QoS-based_Search_Engine_for_Semantic_W20161229-11489-ejjxvx.pdf?1483022468=&response-content-disposition=inline%3B+filename%3DA_QoS_based_Search_Engine_for_Semantic_W.pdf&Expires=1605306878&Signature=V7Jzlc4RWoMIJ-54fswWVjD9W-ftav~FFXpd4eJ4DD8~cNflaJ17Iex04~PrU4A4S8prBvc3xw~0TXTIs9EGyZcb62awdYTh19~41SJthPKFvYjELl8tjQWPTb8ZTZ~66xIKVL3aMbQIAVUhtLs1kAWwVFdDHc4cb2n9Jdj1m7W2MjQ5CO5pMUPmdH3WJquMXBEjTAcCui-LpSe-kmcrxahDHLPn0P8i2s~8Alh7sTJuMMYwZ~c~YLof5YZ79zy0RZM8fWOOD2VA35l3Z4G-lHwYXbX5XfrEgKUfGAqu1Mv6VfLt6qHV29L~zv0Qlxf7dvj-t0khyuCdKqGx65~pMg__&Key-Pair-Id=APKAJLOHF5GGSLRBV4ZA
BibTeXAbstractExternal URL
@inproceedings{tondello2008qos,
  title={A QoS-based Search Engine for Semantic Web Services},
  author={Tondello, Gustavo Fortes and Siqueira, Frank}
}
This paper presents a Semantic Web Services search engine that focus on the discovery of Web Services that fulfill a defined set of QoS constraints. Our approach relies on the use of the QoS-MO ontology, which provides means for specifying the QoS characteristics of Web Services, and the SPARQL language, which allows the specification of queries for discovering Web Services based on a set of QoS constraints. A prototype of this search engine has been developed, with both a programming and a Web-based interface, resulting in a simple and efficient implementation which validates the proposed mechanism.

Proceedings

The QoS-MO ontology for semantic QoS modeling

Gustavo Fortes Tondello and Frank Siqueira. 2008. The QoS-MO ontology for semantic QoS modeling. In Proceedings of the 2008 ACM Symposium on Applied Computing. New York, NY, USA. ACm, 2336–2340. doi:10.1145/1363686.1364239
DOIBibTeXAbstractExternal URL
@inproceedings{10.1145/1363686.1364239,
author = {Tondello, Gustavo Fortes and Siqueira, Frank},
title = {The QoS-MO Ontology for Semantic QoS Modeling},
year = {2008},
isbn = {9781595937537},
publisher = {Association for Computing Machinery},
address = {New York, NY, USA},
url = {https://doi.org/10.1145/1363686.1364239},
doi = {10.1145/1363686.1364239},
abstract = {This paper presents the QoS-MO ontology. This ontology enables the specification of QoS requirements for Semantic Web Services and can easily be combined with OWL-S in order to fully describe Web Services. The QoS specifications created using the QoS-MO ontology may be employed on the design and development of Web Services and on the publication and discovery of Web Services on the Semantic Web.},
booktitle = {Proceedings of the 2008 ACM Symposium on Applied Computing},
pages = {2336–2340},
numpages = {5},
keywords = {semantic web services, quality of services, QoS, OWL-S},
location = {Fortaleza, Ceara, Brazil},
series = {SAC '08}
}
This paper presents the QoS-MO ontology. This ontology enables the specification of QoS requirements for Semantic Web Services and can easily be combined with OWL-S in order to fully describe Web Services. The QoS specifications created using the QoS-MO ontology may be employed on the design and development of Web Services and on the publication and discovery of Web Services on the Semantic Web.

Year 2005


Article

On the automatic configuration of application-oriented operating systems

Gustavo Fortes Tondello and Antonio Frohlich. 2005. On the automatic configuration of application-oriented operating systems. In The 3rd ACS/IEEE International Conference onComputer Systems and Applications: 120-. doi:10.1109/AICCSA.2005.1387109
DOIBibTeXAbstractExternal URLSlides
@inproceedings{1387109,
  author={G. F. {Tondello} and A. A. {Frohlich}},
  booktitle={The 3rd ACS/IEEE International Conference onComputer Systems and Applications, 2005.}, 
  title={On the automatic configuration of application-oriented operating systems}, 
  year={2005},
  volume={},
  number={},
  pages={120-},
  doi={10.1109/AICCSA.2005.1387109}}
This paper presents an alternative to achieve automatic run-time system generation based on the application oriented systems design method. Our approach relies on a static configuration mechanism that allows the generation of optimized versions of the operating system for particular classes of applications, promoting a better utilization of available resources. The EPOS operating system, with its strategies and tools, is taken as a case-study along the text to exemplify and corroborate the proposed ideas.

Year 2004


Proceedings

Configuration management of embedded operating systems using application-oriented system design

Gustavo Fortes Tondello and Antonio Frohlich. 2004. Configuration management of embedded operating systems using application-oriented system design. In Proceedings of the 5th Argentine Symposium on Computing Technology (part of the 33rd Argentine Conference on Computer Science and Operational Research). Online: https://www.lisha.ufsc.br/pub/Tondello_AST_2004.pdf
BibTeXAbstractExternal URL
@inproceedings{tondello2004configuration,
  title={Configuration management of embedded operating systems using application-oriented system design},
  author={Tondello, Gustavo Fortes and Fr{\"o}hlich, Ant{\^o}nio Augusto},
  booktitle={Proceedings of the 5th Argentine Symposium on Computing Technology (part of the 33rd Argentine Conference on Computer Science and Operational Research)},
  year={2004},
  organization={Citeseer}
}
This paper presents an alternative to achieve automatic run-time system generation based on the Application Oriented Systems Design method. Our approach relies on a static configuration mechanism that allows the generation of optimized versions of the operating system for each of the applications that are going to use it. This strategy is of great value in the domain of high performance computing since it results in performance gains and resource usage optimization.
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