Attending conferences to present your own work and hear about the work of others is an important part of academic life. As HCI (human-computer interaction) researchers, one of the highlights of each one of our years is attending the top
An Exchange with Europe’s Cyprus Interaction Lab
Earlier this summer, SWaGUR professor Lennart Nacke visited the Cyprus Interaction Lab visited from the Cyprus University of Technology on an Erasmus exchange for teaching and training of students there and to
By Colin Whaley of the HCI Games Group.
The Nintendo Switch and Nintendo Wii U, despite having similar controllers and even some overlap in game libraries, are such fundamentally different experiences that I’ve bought the same game for it
Written by Lennart Nacke, Director of the HCI Games Group. (Read on Medium or watch the Video.)
Recently, I had the pleasure of being invited to give a keynote at the GamiLearn conference about the five gamification languages in Tenerife.
Written by Colin Whaley.
For most people, physically using computer peripherals is not a usability barrier — a keyboard is a keyboard is a keyboard, right? However, for the elderly or those with nerve damage, both sensory and motor problems may
Written by Gustavo Tondello.
The HCI Games Group collaborated with a research project that also involved the Play & Interactive Experiences for Learning Lab at the New Mexico State University and the University of California at Irvine to investigate player
Written by Lennart Nacke.
I am at the CHI PLAY conference (a conference series that I started 3 years ago in Toronto) in Austin, Texas and the conference just began with a great keynote from Jamie Madigan of The Psychology
Written by Dominic Elm, Dennis Kappen, Gustavo Tondello, and Lennart Nacke.
CLEVER will be demonstrated during the Student Game Design Competition at CHI PLAY 16.
Knowledge management (KM) represents the process of effectively capturing, documenting, assimilating, sharing, and deploying organizational
Written by Gustavo Tondello. Infographics by Marim Ganaba.
Several studies have indicated the need for personalising gamified systems to users’ personalities. However, mapping user personality onto design elements is difficult. To address this problem, Marczewski developed the Gamification User Types
Written by Alberto Mora.
Puede leer la versión en español de este post aquí.
A lot has been written about the benefits of gamification in recent years. When people talk about gamification they generally focus on sectors such as education,
Written by Mike Schaekermann.
In everyday life, we seldom do things for the first time. Instead, a large part of our behaviour is determined by habits rather than conscious motivation [1]. Therefore, it is not unreasonable to assume that habitual
You may have heard of word Gamification. It’s as much a buzzword as it is a new academic field. Many people are interested in what it is and how to use it effectively, but don’t know why it