Lennart E. Nacke

According to our database1, Lennart E. Nacke authored at least 144 papers between 2008 and 2020.

Collaborative distances:
  • Dijkstra number2 of four.
  • Erdős number3 of four.

Timeline

Legend:

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In proceedings 
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PhD thesis 
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Bibliography

2020
Development and validation of the player experience inventory: A scale to measure player experiences at the level of functional and psychosocial consequences.
Int. J. Hum.-Comput. Stud., 2020

2019
Empirical validation of the Gamification User Types Hexad scale in English and Spanish.
Int. J. Hum.-Comput. Stud., 2019

Defining gameful experience as a psychological state caused by gameplay: Replacing the term 'Gamefulness' with three distinct constructs.
Int. J. Hum.-Comput. Stud., 2019

Older Adults' Physical Activity and Exergames: A Systematic Review.
Int. J. Hum. Comput. Interaction, 2019

"I Don't Fit into a Single Type": A Trait Model and Scale of Game Playing Preferences.
Proceedings of the Human-Computer Interaction - INTERACT 2019, 2019

The quest for a better tailoring of gameful design: An analysis of player type preferences.
Proceedings of the XX International Conference on Human Computer Interaction, 2019

Gameful Design Heuristics: A Gamification Inspection Tool.
Proceedings of the Human-Computer Interaction. Perspectives on Design, 2019

Motivational Affordances for Older Adults' Physical Activity Technology: An Expert Evaluation.
Proceedings of the Human Aspects of IT for the Aged Population. Design for the Elderly and Technology Acceptance, 2019

Biologically-Inspired Gameplay: Movement Algorithms for Artificially Intelligent (AI) Non-Player Characters (NPC).
Proceedings of the 45th Graphics Interface Conference 2019, 2019

Player Characteristics and Video Game Preferences.
Proceedings of the Annual Symposium on Computer-Human Interaction in Play, 2019

"It Started as a Joke": On the Design of Idle Games.
Proceedings of the Annual Symposium on Computer-Human Interaction in Play, 2019

Cross-Car, Multiplayer Games for Semi-Autonomous Driving.
Proceedings of the Annual Symposium on Computer-Human Interaction in Play, 2019

The Development of "Orbit": The Collaborative BCI Game for Children with AD(H)D.
Proceedings of the Extended Abstracts of the Annual Symposium on Computer-Human Interaction in Play Companion Extended Abstracts, 2019

Crushed it!: Interactive Floor Demonstration.
Proceedings of the Extended Abstracts of the 2019 CHI Conference on Human Factors in Computing Systems, 2019

User Experience (UX) Research in Games.
Proceedings of the Extended Abstracts of the 2019 CHI Conference on Human Factors in Computing Systems, 2019

How to Write CHI Papers (Third Edition).
Proceedings of the Extended Abstracts of the 2019 CHI Conference on Human Factors in Computing Systems, 2019

2018
Towards a Trait Model of Video Game Preferences.
Int. J. Hum. Comput. Interaction, 2018

"It was Colonel Mustard in the Study with the Candlestick": Using Artifacts to Create An Alternate Reality Game-The Unworkshop.
CoRR, 2018

Online-only friends, real-life friends or strangers? Differential associations with passion and social capital in video game play.
Computers in Human Behavior, 2018

Towards Customizing Gameful Systems by Gameful Design Elements.
Proceedings of the Third International Workshop on Personalization in Persuasive Technology co-located with the 13th International Conference on Persuasive Technology, 2018

Practical Insights into the Design of Future Disaster Response Training Simulations.
Proceedings of the 15th International Conference on Information Systems for Crisis Response and Management, 2018

A Theory of Gamification Principles Through Goal-Setting Theory.
Proceedings of the 51st Hawaii International Conference on System Sciences, 2018

Gamification of Older Adults' Physical Activity: An Eight-Week Study.
Proceedings of the 51st Hawaii International Conference on System Sciences, 2018

Towards the Visual Design of Non-Player Characters for Narrative Roles.
Proceedings of the 44th Graphics Interface Conference, Toronto, Canada, May 8-11, 2018., 2018

Effect of personalized gameful design on student engagement.
Proceedings of the 2018 IEEE Global Engineering Education Conference, 2018

Toward Understanding the Effects of Cognitive Styles on Collaboration in Multiplayer Games.
Proceedings of the Companion of the 2018 ACM Conference on Computer Supported Cooperative Work and Social Computing, 2018

Exploring the Role of Non-Player Characters and Gender in Player Identification.
Proceedings of the 2018 Annual Symposium on Computer-Human Interaction in Play Companion Extended Abstracts, 2018

Games User Research Methods.
Proceedings of the 2018 Annual Symposium on Computer-Human Interaction in Play Companion Extended Abstracts, 2018

Gamification: Tools and Techniques for Motivating Users.
Proceedings of the Extended Abstracts of the 2018 CHI Conference on Human Factors in Computing Systems, 2018

Vanishing Importance: Studying Immersive Effects of Game Audio Perception on Player Experiences in Virtual Reality.
Proceedings of the 2018 CHI Conference on Human Factors in Computing Systems, 2018

KickAR: Exploring Game Balancing Through Boosts and Handicaps in Augmented Reality Table Football.
Proceedings of the 2018 CHI Conference on Human Factors in Computing Systems, 2018

Personalizing Persuasive Strategies in Gameful Systems to Gamification User Types.
Proceedings of the 2018 CHI Conference on Human Factors in Computing Systems, 2018

Games and Play SIG: Engaging Small Developer Communities.
Proceedings of the Extended Abstracts of the 2018 CHI Conference on Human Factors in Computing Systems, 2018

How to Write CHI Papers: Second Edition.
Proceedings of the Extended Abstracts of the 2018 CHI Conference on Human Factors in Computing Systems, 2018

Information Visualisation, Gamification and Immersive Technologies in Participatory Planning.
Proceedings of the Extended Abstracts of the 2018 CHI Conference on Human Factors in Computing Systems, 2018

Investigating the Impact of Annotation Interfaces on Player Performance in Distributed Multiplayer Games.
Proceedings of the 2018 CHI Conference on Human Factors in Computing Systems, 2018

2017
Games user research and gamification in human-computer interaction.
ACM Crossroads, 2017

The maturing of gamification research.
Computers in Human Behavior, 2017

Recommender Systems for Personalized Gamification.
Proceedings of the Adjunct Publication of the 25th Conference on User Modeling, 2017

GazeTap: towards hands-free interaction in the operating room.
Proceedings of the 19th ACM International Conference on Multimodal Interaction, 2017

The Adoption of Physiological Measures as an Evaluation Tool in UX.
Proceedings of the HCI in Business, Government and Organizations. Interacting with Information Systems, 2017

A Framework and Taxonomy of Videogame Playing Preferences.
Proceedings of the Annual Symposium on Computer-Human Interaction in Play, 2017

Positive Gaming: Workshop on Gamification and Games for Wellbeing.
Proceedings of the Extended Abstracts Publication of the Annual Symposium on Computer-Human Interaction in Play, 2017

Elements of Gameful Design Emerging from User Preferences.
Proceedings of the Annual Symposium on Computer-Human Interaction in Play, 2017

Curiously Motivated: Profiling Curiosity with Self-Reports and Behaviour Metrics in the Game "Destiny".
Proceedings of the Annual Symposium on Computer-Human Interaction in Play, 2017

Exploring the Potential of Game Audio for Wellbeing.
Proceedings of the Positive Gaming: Workshop on Gamification and Games for Wellbeing co-located with the ACM SIGCHI Annual Symposium on Computer-Human Interaction in Play (CHI PLAY 2017), 2017

Using Technology to Boost Employee Wellbeing? How Gamification Can Help or Hinder Results.
Proceedings of the Positive Gaming: Workshop on Gamification and Games for Wellbeing co-located with the ACM SIGCHI Annual Symposium on Computer-Human Interaction in Play (CHI PLAY 2017), 2017

How Multidisciplinary is Gamification Research?: Results from a Scoping Review.
Proceedings of the Extended Abstracts Publication of the Annual Symposium on Computer-Human Interaction in Play, 2017

Gamification through the Application of Motivational Affordances for Physical Activity Technology.
Proceedings of the Annual Symposium on Computer-Human Interaction in Play, 2017

Testing Incremental Difficulty Design in Platformer Games.
Proceedings of the 2017 CHI Conference on Human Factors in Computing Systems, 2017

Applying Gameful Design Heuristics.
Proceedings of the 2017 CHI Conference on Human Factors in Computing Systems, 2017

Defining Gamification Video.
Proceedings of the 2017 CHI Conference on Human Factors in Computing Systems, 2017

Towards Personality-driven Persuasive Health Games and Gamified Systems.
Proceedings of the 2017 CHI Conference on Human Factors in Computing Systems, 2017

From Joysticks to Pokémon Go: Games and Play Research in SIGCHI.
Proceedings of the 2017 CHI Conference on Human Factors in Computing Systems, 2017

How to Write and Review CHI Papers.
Proceedings of the 2017 CHI Conference on Human Factors in Computing Systems, 2017

Left Them 4 Dead: Perception of Humans versus Non-Player Character Teammates in Cooperative Gameplay.
Proceedings of the 2017 Conference on Designing Interactive Systems, 2017

2016
Vanishing scares: biofeedback modulation of affective player experiences in a procedural horror game.
J. Multimodal User Interfaces, 2016

ABOVE WATER: Extending the Play Space for Health.
Proceedings of the 2016 ACM on Interactive Surfaces and Spaces, 2016

CHI PLAYGUE: A Mobile Conference Networking Game.
Proceedings of the 2016 ACM on Interactive Surfaces and Spaces, 2016

Design Strategies for Gamified Physical Activity Applications for Older Adults.
Proceedings of the 49th Hawaii International Conference on System Sciences, 2016

Investigating the Impact of Cooperative Communication Mechanics on Player Performance in Portal 2.
Proceedings of the 42nd Graphics Interface Conference, Victoria, BC, Canada, 1-3 June 2016, 2016

ABOVE WATER: An Educational Game for Anxiety.
Proceedings of the 2016 Annual Symposium on Computer-Human Interaction in Play, 2016

"The Collecting Itself Feels Good": Towards Collection Interfaces for Digital Game Objects.
Proceedings of the 2016 Annual Symposium on Computer-Human Interaction in Play, 2016

The Gamification User Types Hexad Scale.
Proceedings of the 2016 Annual Symposium on Computer-Human Interaction in Play, 2016

Gamification Research: A 50-years Retrospective from PBLs Towards Conscious Evolution.
Proceedings of the Workshop on Fictional Game Elements 2016 co-located with The ACM SIGCHI Annual Symposium on Computer-Human Interaction in Play (CHI PLAY 2016), 2016

Heuristic Evaluation for Gameful Design.
Proceedings of the 2016 Annual Symposium on Computer-Human Interaction in Play, 2016

CLEVER: A Trivia and Strategy Game for Enterprise Knowledge Learning.
Proceedings of the 2016 Annual Symposium on Computer-Human Interaction in Play, 2016

CLEVER: Gamification and Enterprise Knowledge Learning.
Proceedings of the 2016 Annual Symposium on Computer-Human Interaction in Play, 2016

Design and Preliminary Validation of The Player Experience Inventory.
Proceedings of the 2016 Annual Symposium on Computer-Human Interaction in Play, 2016

Lightweight Games User Research for Indies and Non-Profit Organizations.
Proceedings of the 2016 CHI Conference on Human Factors in Computing Systems, 2016

SIGCHI Games: The Scope of Games and Play Research at CHI.
Proceedings of the 2016 CHI Conference on Human Factors in Computing Systems, 2016

Player Experience.
Proceedings of the Serious Games., 2016

2015
Games User Research and Physiological Game Evaluation.
Proceedings of the Game User Experience Evaluation, 2015

Modelling human emotion in interactive environments: Physiological ensemble and grounded approaches for synthetic agents.
Web Intelligence, 2015

Editorial for the CHB special issue on MMOGs.
Computers in Human Behavior, 2015

Towards Understanding the Importance of Co-Located Gameplay.
Proceedings of the 2015 Annual Symposium on Computer-Human Interaction in Play, 2015

Validating Test Chambers to Study Cooperative Communication Mechanics in Portal 2.
Proceedings of the 2015 Annual Symposium on Computer-Human Interaction in Play, 2015

Understanding Player Attitudes Towards Digital Game Objects.
Proceedings of the 2015 Annual Symposium on Computer-Human Interaction in Play, 2015

CHI PLAYGUE: A Networking Game of Emergent Sociality.
Proceedings of the 2015 Annual Symposium on Computer-Human Interaction in Play, 2015

Personalization in Serious and Persuasive Games and Gamified Interactions.
Proceedings of the 2015 Annual Symposium on Computer-Human Interaction in Play, 2015

Actionable Inexpensive Games User Research.
Proceedings of the 33rd Annual ACM Conference Extended Abstracts on Human Factors in Computing Systems, 2015

All about that Base: Differing Player Experiences in Video Game Genres and the Unique Case of MOBA Games.
Proceedings of the 33rd Annual ACM Conference on Human Factors in Computing Systems, 2015

Gamifying Research: Strategies, Opportunities, Challenges, Ethics.
Proceedings of the 33rd Annual ACM Conference Extended Abstracts on Human Factors in Computing Systems, 2015

2014
BrainHex: A neurobiological gamer typology survey.
Entertainment Computing, 2014

Introducing the biometric storyboards tool for games user research.
Proceedings of the 2014 IEEE Games Media Entertainment, 2014

Physiological acrophobia evaluation through in vivo exposure in a VR CAVE.
Proceedings of the 2014 IEEE Games Media Entertainment, 2014

Developing iconic and semi-iconic game controllers.
Proceedings of the first ACM SIGCHI annual symposium on Computer-human interaction in play, Toronto, ON, Canada, October 19, 2014

Understanding expectations with multiple controllers in an augmented reality videogame.
Proceedings of the first ACM SIGCHI annual symposium on Computer-human interaction in play, Toronto, ON, Canada, October 19, 2014

Engaged by boos and cheers: the effect of co-located game audiences on social player experience.
Proceedings of the first ACM SIGCHI annual symposium on Computer-human interaction in play, Toronto, ON, Canada, October 19, 2014

The edge of glory: the relationship between metacritic scores and player experience.
Proceedings of the first ACM SIGCHI annual symposium on Computer-human interaction in play, Toronto, ON, Canada, October 19, 2014

Player experience: mixed methods and reporting results.
Proceedings of the CHI Conference on Human Factors in Computing Systems, 2014

Games and entertainment community SIG: reaching beyond CHI.
Proceedings of the CHI Conference on Human Factors in Computing Systems, 2014

Unified visualization of quantitative and qualitative playtesting data.
Proceedings of the CHI Conference on Human Factors in Computing Systems, 2014

Fuzzy Affective Player Models: A Physiology-Based Hierarchical Clustering Method.
Proceedings of the Tenth AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment, 2014

2013
The Effect of Sound on Visual Fidelity Perception in Stereoscopic 3-D.
IEEE Trans. Cybernetics, 2013

Contextual influences on mobile player experience - A game user experience model.
Entertainment Computing, 2013

A Hybrid Approach at Emotional State Detection: Merging Theoretical Models of Emotion with Data-Driven Statistical Classifiers.
Proceedings of the 2013 IEEE/WIC/ACM International Conferences on Intelligent Agent Technology, 2013

The kaleidoscope of effective gamification: deconstructing gamification in business applications.
Proceedings of the First International Conference on Gameful Design, 2013

Deconstructing 'gamified' task-management applications.
Proceedings of the First International Conference on Gameful Design, 2013

Time's up: studying leaderboards for engaging punctual behaviour.
Proceedings of the First International Conference on Gameful Design, 2013

An Introduction to EEG Analysis Techniques and Brain-Computer Interfaces for Games User Researchers.
Proceedings of the 2013 DiGRA International Conference: DeFragging Game Studies, 2013

EEG-based assessment of video and in-game learning.
Proceedings of the 2013 ACM SIGCHI Conference on Human Factors in Computing Systems, 2013

Games user research: practice, methods, and applications.
Proceedings of the 2013 ACM SIGCHI Conference on Human Factors in Computing Systems, 2013

How does it play better?: exploring user testing and biometric storyboards in games user research.
Proceedings of the 2013 ACM SIGCHI Conference on Human Factors in Computing Systems, 2013

Exploring social interaction in co-located multiplayer games.
Proceedings of the 2013 ACM SIGCHI Conference on Human Factors in Computing Systems, 2013

Assessing user preference of video game controller button settings.
Proceedings of the 2013 ACM SIGCHI Conference on Human Factors in Computing Systems, 2013

Designing gamification: creating gameful and playful experiences.
Proceedings of the 2013 ACM SIGCHI Conference on Human Factors in Computing Systems, 2013

Designing and evaluating sociability in online video games.
Proceedings of the 2013 ACM SIGCHI Conference on Human Factors in Computing Systems, 2013

Guided Emotional State Regulation: Understanding and Shaping Players' Affective Experiences in Digital Games.
Proceedings of the Ninth AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment, 2013

An Introduction to Physiological Player Metrics for Evaluating Games.
Proceedings of the Game Analytics, Maximizing the Value of Player Data, 2013

2012
Feedback-based gameplay metrics: measuring player experience via automatic visual analysis.
Proceedings of the 8th Australasian Conference on Interactive Entertainment, 2012

"I'm just here to play games": social dynamics and sociality in an online game site.
Proceedings of the CSCW '12 Computer Supported Cooperative Work, 2012

Mixed reality games.
Proceedings of the CSCW '12 Computer Supported Cooperative Work, Seattle, WA, USA, February 11-15, 2012, 2012

Biometric storyboards: visualising game user research data.
Proceedings of the CHI Conference on Human Factors in Computing Systems, 2012

Full-body motion-based game interaction for older adults.
Proceedings of the CHI Conference on Human Factors in Computing Systems, 2012

Game user research.
Proceedings of the CHI Conference on Human Factors in Computing Systems, 2012

2011
LAIF: A logging and interaction framework for gaze-based interfaces in virtual entertainment environments.
Entertainment Computing, 2011

Developing a triangulation system for digital game events, observational video, and psychophysiological data to study emotional responses to a virtual character.
Entertainment Computing, 2011

Calibration games: making calibration tasks enjoyable by adding motivating game elements.
Proceedings of the 24th Annual ACM Symposium on User Interface Software and Technology, 2011

From game design elements to gamefulness: defining "gamification".
Proceedings of the 15th International Academic MindTrek Conference: Envisioning Future Media Environments, 2011

BrainHex: Preliminary Results from a Neurobiological Gamer Typology Survey.
Proceedings of the Entertainment Computing - ICEC 2011 - 10th International Conference, 2011

Influencing Experience: The Effects of Reading Game Reviews on Player Experience.
Proceedings of the Entertainment Computing - ICEC 2011 - 10th International Conference, 2011

Player Typology in Theory and Practice.
Proceedings of the 2011 DiGRA International Conference: Think, Design, Play, 2011

Biofeedback game design: using direct and indirect physiological control to enhance game interaction.
Proceedings of the International Conference on Human Factors in Computing Systems, 2011

Accessible games SIG.
Proceedings of the International Conference on Human Factors in Computing Systems, 2011

Brain and body interfaces: designing for meaningful interaction.
Proceedings of the International Conference on Human Factors in Computing Systems, 2011

Gamification. using game-design elements in non-gaming contexts.
Proceedings of the International Conference on Human Factors in Computing Systems, 2011

2010
More than a feeling: Measurement of sonic user experience and psychophysiology in a first-person shooter game.
Interacting with Computers, 2010

Methods for Evaluating Gameplay Experience in a Serious Gaming Context.
Int. J. Comp. Sci. Sport, 2010

Gameplay experience in a gaze interaction game
CoRR, 2010

Trends and Techniques in Visual Gaze Analysis
CoRR, 2010

Affective Ludology, Flow and Immersion in a First- Person Shooter: Measurement of Player Experience
CoRR, 2010

Psychophysiological Correlations with Gameplay Experience Dimensions
CoRR, 2010

How Mobile is Mobile Gaming? Contextual Influences on Mobile Player Experience - A Model Proposition.
Proceedings of the Interaktive Kulturen: Workshop-Band. Proceedings der Workshops der Mensch & Computer 2010 - 10. Fachübergreifende Konferenz für Interaktive und Kooperative Medien, DeLFI 2010, 2010

Wiimote vs. controller: electroencephalographic measurement of affective gameplay interaction.
Proceedings of the International Academic Conference on the Future of Game Design and Technology, Vancouver, BC, Canada, May 06, 2010

The neurobiology of play.
Proceedings of the International Academic Conference on the Future of Game Design and Technology, Vancouver, BC, Canada, May 06, 2010

Advanced gaze visualizations for three-dimensional virtual environments.
Proceedings of the 2010 Symposium on Eye-Tracking Research & Applications, 2010

Brain, body and bytes: psychophysiological user interaction.
Proceedings of the 28th International Conference on Human Factors in Computing Systems, 2010

3D attentional maps: aggregated gaze visualizations in three-dimensional virtual environments.
Proceedings of the International Conference on Advanced Visual Interfaces, 2010

2009
Brain Training for Silver Gamers: Effects of Age and Game Form on Effectiveness, Efficiency, Self-Assessment, and Gameplay Experience.
Cyberpsy., Behavior, and Soc. Networking, 2009

From playability to a hierarchical game usability model.
Proceedings of the 2009 Conference on Future Play on @ GDC Canada, Vancouver, BC, Canada, May 12, 2009

Playability and Player Experience Research [Panel Abstracts].
Proceedings of the 2009 DiGRA International Conference: Breaking New Ground: Innovation in Games, 2009

2008
Log Who's Playing: Psychophysiological Game Analysis Made Easy through Event Logging.
Proceedings of the Fun and Games, 2008

Flow and immersion in first-person shooters: measuring the player's gameplay experience.
Proceedings of the 2008 Conference on Future Play: Research, Play, Share, 2008


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