Lennart E. Nacke

ORCID: 0000-0003-4290-8829
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About
Contact & Profiles
Research Areas
  • Educational Games and Gamification
  • Digital Games and Media
  • Virtual Reality Applications and Impacts
  • Innovative Human-Technology Interaction
  • Artificial Intelligence in Games
  • Media Influence and Health
  • Flow Experience in Various Fields
  • Impact of Technology on Adolescents
  • Mind wandering and attention
  • Augmented Reality Applications
  • Emotion and Mood Recognition
  • Interactive and Immersive Displays
  • Gaze Tracking and Assistive Technology
  • Behavioral Health and Interventions
  • Digital Mental Health Interventions
  • Neural and Behavioral Psychology Studies
  • Online Learning and Analytics
  • Creativity in Education and Neuroscience
  • Motivation and Self-Concept in Sports
  • Color perception and design
  • Usability and User Interface Design
  • Tactile and Sensory Interactions
  • Technology Use by Older Adults
  • Team Dynamics and Performance
  • Data Visualization and Analytics

University of Waterloo
2016-2025

Bielefeld University
2023

Fondazione Bruno Kessler
2022

German Research Centre for Artificial Intelligence
2022

Tampere University
2022

Graz University of Technology
2022

Universidade Federal de Alagoas
2022

Durham University
2022

Universidade de São Paulo
2022

University of Ontario Institute of Technology
2011-2021

Recent years have seen a rapid proliferation of mass-market consumer software that takes inspiration from video games. Usually summarized as "gamification", this trend connects to sizeable body existing concepts and research in human-computer interaction game studies, such serious games, pervasive alternate reality or playful design. However, it is not clear how "gamification" relates these, whether denotes novel phenomenon, define it. Thus, paper we investigate the historical origins term...

10.1145/2181037.2181040 article EN 2011-09-28

"Gamification" is an informal umbrella term for the use of video game elements in non-gaming systems to improve user experience (UX) and engagement. The recent introduction 'gamified' applications large audiences promises new additions existing rich diverse research on heuristics, design patterns dynamics games positive UX they provide. However, what lacking a next step forward integration this precise diversity endeavors. Therefore, workshop brings together practitioners researchers develop...

10.1145/1979742.1979575 article EN 2011-05-07

Several studies have indicated the need for personalizing gamified systems to users' personalities. However, mapping user personality onto design elements is difficult. Hexad a gamification types model that attempts this but lacks standard procedure assess preferences. Therefore, we created 24-items survey response scale score preferences towards six different motivations in framework. We used internal and test-retest reliability analysis, as well factor validate new scale. Further analysis...

10.1145/2967934.2968082 article EN 2016-10-11

10.1016/j.chb.2016.11.062 article EN Computers in Human Behavior 2017-01-12

Psychophysiological methods are becoming more popular in game research as covert and reliable measures of affective player experience, emotions, cognition. Since experience is not well understood, correlations between self-reports from players psychophysiological data may provide a quantitative understanding this experience. Measurements electrodermal activity (EDA) heart rate (HR) allow making inferences about arousal (i.e., excitement) easy to deploy. This paper reports case study on HR...

10.1145/1836135.1836143 article EN 2010-07-28

Researching experiential phenomena is a challenging undertaking, given the sheer variety of experiences that are described by gamers and missing formal taxonomy: flow, immersion, boredom, excitement, challenge, fun. These informal terms require scientific explanation, which amounts to providing measurable criteria for different states. This paper reports results an experimental psychophysiological study investigating traits gameplay experience using subjective objective measures....

10.1145/1496984.1496998 article EN 2008-11-03

Older adults in nursing homes often lead sedentary lifestyles, which reduces their life expectancy. Full-body motion-control games provide an opportunity for these to remain active and engaged; are not designed with age-related impairments mind, prevents the from being leveraged increase activity levels of older adults. In this paper, we present two studies aimed at developing game design guidelines full-body motion controls experiencing changes impairments. Our also demonstrate how can...

10.1145/2207676.2208324 article EN 2012-05-05

Games User Research (GUR) focuses on measuring, analysing and understanding player experiences to optimise game designs. Hence, GUR experts aim understand how specific design choices are experienced by players, these lead emotional responses. An instrument, providing such actionable insight into experience, specifically designed for was thus far lacking. To address this gap, the Player Experience Inventory (PXI) developed, drawing Means-End theory measuring experience both at level of...

10.1016/j.ijhcs.2019.102370 article EN cc-by International Journal of Human-Computer Studies 2019-10-19

Persuasive games and gamified systems are effective tools for motivating behavior change using various persuasive strategies. Research has shown that tailoring these can increase their efficacy. However, there is little knowledge on how game-based be tailored to individuals of personality traits. To advance research in this area, we conducted a large-scale study 660 participants investigate different personalities respond strategies used health systems. Our results reveal people's traits...

10.1145/3025453.3025577 article EN 2017-05-02

Prior work on physiological game interaction has focused dynamically adapting games using sensors. In this paper, we propose a classification of direct and indirect sensor input to augment traditional control. To find out which sensors best for mechanics, conducted mixed-methods study different mappings. Our results show participants have preference control in games. This two major design implications physiologically controlled games: (1) Direct should be mapped intuitively reflect an action...

10.1145/1978942.1978958 article EN 2011-05-07

Interactive systems often require calibration to ensure that input and output are optimally configured. Without calibration, user performance can degrade (e.g., if an device is not adjusted for the user's abilities), errors increase color spaces matched), some interactions may be possible use of eye tracker). The value lost, however, because many processes tedious unenjoyable, users avoid them altogether. To address this problem, we propose games gather data in engaging entertaining manner....

10.1145/2047196.2047248 article EN 2011-10-16

Persuasive gameful systems are effective tools for motivating behaviour change. Research has shown that tailoring these to individuals can increase their efficacy; however, there is little knowledge on how personalize them. We conducted a large-scale study of 543 participants investigate different gamification user types responded ten persuasive strategies depicted in storyboards representing health systems. Our results reveal people's play significant roles the perceived persuasiveness...

10.1145/3173574.3174009 article EN 2018-04-20

To foster the development of pedagogically potent and ethically sound AI-integrated learning landscapes, it is pivotal to critically explore perceptions experiences users immersed in these contexts. In this study, we perform a thorough qualitative content analysis across four key social media platforms. Our goal understand user experience (UX) views early adopters ChatGPT different education sectors. The results our research show that most commonly used domains higher education, K-12...

10.1016/j.chbah.2023.100027 article EN cc-by-nc-nd Computers in Human Behavior Artificial Humans 2023-11-20

To foster the development of pedagogically potent and ethically sound AI-integrated learning landscapes, it is pivotal to critically explore perceptions experiences users immersed in these contexts. In this study, we perform a thorough qualitative content analysis across four key social media platforms. Our goal understand user experience (UX) views early adopters ChatGPT different educational sectors. The results our research show that most commonly used domains higher education, K-12...

10.48550/arxiv.2305.13114 preprint EN other-oa arXiv (Cornell University) 2023-01-01

Many people struggle to exercise regularly, raising the risk of serious health-related issues. Extended reality (XR) exergames address these hurdles by combining physical exercises with enjoyable, immersive gameplay. While a growing body research explores XR exergames, no previous review has structured this rapidly expanding landscape. We conducted scoping current state exergame (i) provide overview, (ii) highlight trends, and (iii) uncover knowledge gaps. After identifying 1318 papers in...

10.1145/3613904.3642124 preprint EN other-oa 2024-05-11

The combination of psychophysiological and psychometric methods provides reliable measurements affective user experience (UX). Understanding the nature UX in interactive entertainment, especially with a focus on sonic stimuli, is an ongoing research challenge. In empirical study reported here, participants played fast-paced, immersive first-person shooter (FPS) game modification, which sound (on/off) music were manipulated, while recordings electrodermal activity (EDA) facial muscle (EMG)...

10.1016/j.intcom.2010.04.005 article EN Interacting with Computers 2010-04-22

In recent years, gamification - the use of game design elements in non-game contexts has seen rapid adoption software industry, as well a growing body research on its uses and effects. However, little is known about effective such gameful systems, including whether their evaluation requires special approaches. This workshop therefore convenes researchers industry practitioners to identify current practices, challenges, open questions systems.

10.1145/2468356.2479662 article EN 2013-04-27

Several studies have developed models to explain player preferences. These been for digital games; however, they frequently applied in gameful design (i.e., designing non-game applications with game elements) without empirical validation of their fit this different context. It is not clear if users experience elements embedded similarly how players them games. Consequently, we still lack a conceptual framework built specifically gamification To fill gap, propose classification eight groups...

10.1145/3116595.3116627 article EN 2017-10-10
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