Lennart E. Nacke
Orcid: 0000-0003-4290-8829Affiliations:
- University of Waterloo, Games Institute, ON, Canada
According to our database1,
Lennart E. Nacke
authored at least 214 papers
between 2008 and 2024.
Collaborative distances:
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Bibliography
2024
Comprehending the Crypto-Curious: How Investors and Inexperienced Potential Investors Perceive and Practice Cryptocurrency Trading.
Int. J. Hum. Comput. Interact., October, 2024
Deceived by Immersion: A Systematic Analysis of Deceptive Design in Extended Reality.
ACM Comput. Surv., October, 2024
Uncovering the theoretical basis of user types: An empirical analysis and critical discussion of user typologies in research on tailored gameful design.
Int. J. Hum. Comput. Stud., 2024
The Great AI Witch Hunt: Reviewers Perception and (Mis)Conception of Generative AI in Research Writing.
CoRR, 2024
The Jade Gateway to Exergaming: How Socio-Cultural Factors Shape Exergaming Among East Asian Older Adults.
CoRR, 2024
Augmenting the Author: Exploring the Potential of AI Collaboration in Academic Writing.
CoRR, 2024
Sora OpenAI's Prelude: Social Media Perspectives on Sora OpenAI and the Future of AI Video Generation.
CoRR, 2024
Proceedings of the Companion Proceedings of the 2024 Annual Symposium on Computer-Human Interaction in Play, 2024
Computer-based Deceptive Game Design in Commercial Virtual Reality Games: A Preliminary Investigation.
Proceedings of the Companion Proceedings of the 2024 Annual Symposium on Computer-Human Interaction in Play, 2024
Proceedings of the Companion Proceedings of the 2024 Annual Symposium on Computer-Human Interaction in Play, 2024
Proceedings of the Extended Abstracts of the CHI Conference on Human Factors in Computing Systems, 2024
Proceedings of the Extended Abstracts of the CHI Conference on Human Factors in Computing Systems, 2024
"Never The Same": Systematic Analysis of the Methodological Issues in the Presence Studies That Employ Questionnaires.
Proceedings of the Extended Abstracts of the CHI Conference on Human Factors in Computing Systems, 2024
Proceedings of the CHI Conference on Human Factors in Computing Systems, 2024
Privacy in Immersive Extended Reality: Exploring User Perceptions, Concerns, and Coping Strategies.
Proceedings of the CHI Conference on Human Factors in Computing Systems, 2024
Encouraging Disengagement: Using Eye Tracking to Examine Attention with Different Levels of Juicy Design.
Proceedings of the 2024 International Conference on Advanced Visual Interfaces, 2024
Disembodied, Asocial, and Unreal: How Users Reinterpret Designed Affordances of Social VR.
Proceedings of the Designing Interactive Systems Conference, 2024
2023
Predicting user types with symbolic images: An empirical validation based on two card-sorting studies.
Entertain. Comput., August, 2023
IEEE Trans. Games, March, 2023
Res. Pract. Technol. Enhanc. Learn., 2023
From Points to Progression: A Scoping Review of Game Elements in Gamification Research with a Content Analysis of 280 Research Papers.
Proc. ACM Hum. Comput. Interact., 2023
Exploring User Perspectives on ChatGPT: Applications, Perceptions, and Implications for AI-Integrated Education.
CoRR, 2023
Gamification of Virtual Learning Environments: A Narrative and User Experience Approach.
Proceedings of the XXII Brazilian Symposium on Human Factors in Computing Systems, 2023
Proceedings of the Companion Proceedings of the Annual Symposium on Computer-Human Interaction in Play, 2023
Multimedia Showdown: A Comparative Analysis of Audio, Video, and Avatar-Based Communication.
Proceedings of the Companion Proceedings of the Annual Symposium on Computer-Human Interaction in Play, 2023
Proceedings of the Companion Proceedings of the Annual Symposium on Computer-Human Interaction in Play, 2023
Proceedings of the Extended Abstracts of the 2023 CHI Conference on Human Factors in Computing Systems, 2023
Proceedings of the Extended Abstracts of the 2023 CHI Conference on Human Factors in Computing Systems, 2023
Hexad-12: Developing and Validating a Short Version of the Gamification User Types Hexad Scale.
Proceedings of the 2023 CHI Conference on Human Factors in Computing Systems, 2023
Never Skip Leg Day Again: Training the Lower Body with Vertical Jumps in a Virtual Reality Exergame.
Proceedings of the 2023 CHI Conference on Human Factors in Computing Systems, 2023
2022
Communication Sequences Indicate Team Cohesion: A Mixed-Methods Study of Ad Hoc League of Legends Teams.
Proc. ACM Hum. Comput. Interact., 2022
miniPXI: Development and Validation of an Eleven-Item Measure of the Player Experience Inventory.
Proc. ACM Hum. Comput. Interact., 2022
Proc. ACM Hum. Comput. Interact., 2022
Proceedings of the International Conference on Advanced Learning Technologies, 2022
Turning Users' In-Game Behaviours into Actionable Adaptive Gamification Strategies using the PEAS Framework.
Proceedings of the 55th Hawaii International Conference on System Sciences, 2022
Proceedings of the Extended Abstracts of the Annual Symposium on Computer-Human Interaction in Play, 2022
Proceedings of the CHI '22: CHI Conference on Human Factors in Computing Systems, New Orleans, LA, USA, 29 April 2022, 2022
Much Realistic, Such Wow! A Systematic Literature Review of Realism in Digital Games.
Proceedings of the CHI '22: CHI Conference on Human Factors in Computing Systems, New Orleans, LA, USA, 29 April 2022, 2022
Proceedings of the CHI '22: CHI Conference on Human Factors in Computing Systems, New Orleans, LA, USA, 29 April 2022, 2022
"I Don't Want To Shoot The Android": Players Translate Real-Life Moral Intuitions to In-Game Decisions in Detroit: Become Human.
Proceedings of the CHI '22: CHI Conference on Human Factors in Computing Systems, New Orleans, LA, USA, 29 April 2022, 2022
Here Comes No Boom! The Lack of Sound Feedback Effects on Performance and User Experience in a Gamified Image Classification Task.
Proceedings of the CHI '22: CHI Conference on Human Factors in Computing Systems, New Orleans, LA, USA, 29 April 2022, 2022
2021
ACM Trans. Comput. Hum. Interact., 2021
On Social Contagion in Gamification: The Power of Influencers in a Location-Based Gameful System.
Proc. ACM Hum. Comput. Interact., 2021
A Best-Fit Framework and Systematic Review of Asymmetric Gameplay in Multiplayer Virtual Reality Games.
Frontiers Virtual Real., 2021
Eye-GUAna: Higher Gaze-Based Entropy and Increased Password Space in Graphical User Authentication Through Gamification.
Proceedings of the 2021 Symposium on Eye Tracking Research and Applications, 2021
Better, Funner, Stronger: A Gameful Approach to Nudge People into Making Less Predictable Graphical Password Choices.
Proceedings of the CHI '21: CHI Conference on Human Factors in Computing Systems, 2021
Proceedings of the CHI '21: CHI Conference on Human Factors in Computing Systems, 2021
The Quirks of Being a Wallflower: Towards Defining Lurkers and Loners in Games Through A Systematic Literature Review.
Proceedings of the CHI '21: CHI Conference on Human Factors in Computing Systems, 2021
Feels like Team Spirit: Biometric and Strategic Interdependence in Asymmetric Multiplayer VR Games.
Proceedings of the CHI '21: CHI Conference on Human Factors in Computing Systems, 2021
2020
Demystifying the First-Time Experience of Mobile Games: The Presence of a Tutorial Has a Positive Impact on Non-Expert Players' Flow and Continuous-Use Intentions.
Multimodal Technol. Interact., 2020
Playing in the backstore: interface gamification increases warehousing workforce engagement.
Ind. Manag. Data Syst., 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
Validation of User Preferences and Effects of Personalized Gamification on Task Performance.
Frontiers Comput. Sci., 2020
What Is It Like to Be a Game? - Object Oriented Inquiry for Games Research, Design, and Evaluation.
Frontiers Comput. Sci., 2020
Technology Facilitates Physical Activity Through Gamification: A Thematic Analysis of an 8-Week Study.
Frontiers Comput. Sci., 2020
Older Adults' Motivation for Physical Activity Using Gamified Technology: An Eight-Week Experimental Study.
Proceedings of the Human Aspects of IT for the Aged Population. Healthy and Active Aging, 2020
The Potential Disconnect between Time Perception and Immersion: Effects of Music on VR Player Experience.
Proceedings of the CHI PLAY '20: The Annual Symposium on Computer-Human Interaction in Play, 2020
Game Atmosphere: Effects of Audiovisual Thematic Cohesion on Player Experience and Psychophysiology.
Proceedings of the CHI PLAY '20: The Annual Symposium on Computer-Human Interaction in Play, 2020
Proceedings of the CHI PLAY '20: The Annual Symposium on Computer-Human Interaction in Play, 2020
Personal Space in Play: Physical and Digital Boundaries in Large-Display Cooperative and Competitive Games.
Proceedings of the CHI '20: CHI Conference on Human Factors in Computing Systems, 2020
Proceedings of the Extended Abstracts of the 2020 CHI Conference on Human Factors in Computing Systems, 2020
Proceedings of the Extended Abstracts of the 2020 CHI Conference on Human Factors in Computing Systems, 2020
Keep Calm and Ride Along: Passenger Comfort and Anxiety as Physiological Responses to Autonomous Driving Styles.
Proceedings of the CHI '20: CHI Conference on Human Factors in Computing Systems, 2020
Food Literacy while Shopping: Motivating Informed Food Purchasing Behaviour with a Situated Gameful App.
Proceedings of the CHI '20: CHI Conference on Human Factors in Computing Systems, 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
Int. J. Hum. Comput. Interact., 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
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
Proceedings of the 3rd International Symposium on Gamification and Games for Learning, 2019
Proceedings of the Annual Symposium on Computer-Human Interaction in Play, 2019
Proceedings of the Annual Symposium on Computer-Human Interaction in Play, 2019
Proceedings of the Annual Symposium on Computer-Human Interaction in Play, 2019
Proceedings of the Extended Abstracts of the Annual Symposium on Computer-Human Interaction in Play Companion Extended Abstracts, 2019
Proceedings of the Extended Abstracts of the 2019 CHI Conference on Human Factors in Computing Systems, 2019
Proceedings of the Extended Abstracts of the 2019 CHI Conference on Human Factors in Computing Systems, 2019
Proceedings of the Extended Abstracts of the 2019 CHI Conference on Human Factors in Computing Systems, 2019
2018
Int. J. Hum. Comput. Interact., 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.
Comput. Hum. Behav., 2018
Proceedings of the Third International Workshop on Personalization in Persuasive Technology co-located with the 13th International Conference on Persuasive Technology, 2018
Proceedings of the 15th International Conference on Information Systems for Crisis Response and Management, 2018
Proceedings of the 51st Hawaii International Conference on System Sciences, 2018
Proceedings of the 51st Hawaii International Conference on System Sciences, 2018
Proceedings of the 44th Graphics Interface Conference, Toronto, Canada, May 8-11, 2018., 2018
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
Proceedings of the 2018 Annual Symposium on Computer-Human Interaction in Play Companion Extended Abstracts, 2018
Proceedings of the 2018 Annual Symposium on Computer-Human Interaction in Play Companion Extended Abstracts, 2018
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
Proceedings of the 2018 CHI Conference on Human Factors in Computing Systems, 2018
Proceedings of the Extended Abstracts of the 2018 CHI Conference on Human Factors in Computing Systems, 2018
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
Proceedings of the Adjunct Publication of the 25th Conference on User Modeling, 2017
Proceedings of the 19th ACM International Conference on Multimodal Interaction, 2017
Proceedings of the HCI in Business, Government and Organizations. Interacting with Information Systems, 2017
Proceedings of the Annual Symposium on Computer-Human Interaction in Play, 2017
Proceedings of the Extended Abstracts Publication of the Annual Symposium on Computer-Human Interaction in Play, 2017
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
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
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
Proceedings of the 2017 CHI Conference on Human Factors in Computing Systems, 2017
Proceedings of the 2017 CHI Conference on Human Factors in Computing Systems, 2017
Proceedings of the 2017 CHI Conference on Human Factors in Computing Systems, 2017
Proceedings of the 2017 CHI Conference on Human Factors in Computing Systems, 2017
Proceedings of the 2017 CHI Conference on Human Factors in Computing Systems, 2017
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
Proceedings of the 2016 ACM on Interactive Surfaces and Spaces, 2016
Proceedings of the 2016 ACM on Interactive Surfaces and Spaces, 2016
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
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
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
Proceedings of the 2016 Annual Symposium on Computer-Human Interaction in Play, 2016
Proceedings of the 2016 Annual Symposium on Computer-Human Interaction in Play, 2016
Proceedings of the 2016 Annual Symposium on Computer-Human Interaction in Play, 2016
Proceedings of the 2016 Annual Symposium on Computer-Human Interaction in Play, 2016
Proceedings of the 2016 CHI Conference on Human Factors in Computing Systems, 2016
Proceedings of the 2016 CHI Conference on Human Factors in Computing Systems, 2016
2015
Proceedings of the Game User Experience Evaluation, 2015
Modelling human emotion in interactive environments: Physiological ensemble and grounded approaches for synthetic agents.
Web Intell., 2015
Proceedings of the 2015 Annual Symposium on Computer-Human Interaction in Play, 2015
Proceedings of the 2015 Annual Symposium on Computer-Human Interaction in Play, 2015
Proceedings of the 2015 Annual Symposium on Computer-Human Interaction in Play, 2015
Proceedings of the 2015 Annual Symposium on Computer-Human Interaction in Play, 2015
Proceedings of the 2015 Annual Symposium on Computer-Human Interaction in Play, 2015
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
Proceedings of the 33rd Annual ACM Conference Extended Abstracts on Human Factors in Computing Systems, 2015
2014
Proceedings of the 2014 IEEE Games Media Entertainment, 2014
Proceedings of the 2014 IEEE Games Media Entertainment, 2014
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
Proceedings of the first ACM SIGCHI annual symposium on Computer-human interaction in play, Toronto, ON, Canada, October 19, 2014
Proceedings of the CHI Conference on Human Factors in Computing Systems, 2014
Proceedings of the CHI Conference on Human Factors in Computing Systems, 2014
Proceedings of the CHI Conference on Human Factors in Computing Systems, 2014
Proceedings of the Tenth AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment, 2014
2013
IEEE Trans. Cybern., 2013
Entertain. Comput., 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
Proceedings of the First International Conference on Gameful Design, 2013
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
Proceedings of the 2013 ACM SIGCHI Conference on Human Factors in Computing Systems, 2013
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
Proceedings of the 2013 ACM SIGCHI Conference on Human Factors in Computing Systems, 2013
Proceedings of the 2013 ACM SIGCHI Conference on Human Factors in Computing Systems, 2013
Proceedings of the 2013 ACM SIGCHI Conference on Human Factors in Computing Systems, 2013
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
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
Proceedings of the CSCW '12 Computer Supported Cooperative Work, 2012
Proceedings of the CSCW '12 Computer Supported Cooperative Work, Seattle, WA, USA, February 11-15, 2012, 2012
Proceedings of the CHI Conference on Human Factors in Computing Systems, 2012
Proceedings of the CHI Conference on Human Factors in Computing Systems, 2012
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.
Entertain. Comput., 2011
Developing a triangulation system for digital game events, observational video, and psychophysiological data to study emotional responses to a virtual character.
Entertain. Comput., 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
Proceedings of the 2011 ACM SIGGRAPH Symposium on Video Games, 2011
Proceedings of the 15th International Academic MindTrek Conference: Envisioning Future Media Environments, 2011
Proceedings of the Entertainment Computing - ICEC 2011 - 10th International Conference, 2011
Proceedings of the Entertainment Computing - ICEC 2011 - 10th International Conference, 2011
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
Proceedings of the International Conference on Human Factors in Computing Systems, 2011
Proceedings of the International Conference on Human Factors in Computing Systems, 2011
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.
Interact. Comput., 2010
Int. J. Comput. Sci. Sport, 2010
Affective Ludology, Flow and Immersion in a First- Person Shooter: Measurement of Player Experience
CoRR, 2010
Correlation between heart rate, electrodermal activity and player experience in first-person shooter games.
Proceedings of the 5th ACM SIGGRAPH Symposium on Video Games, 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
Proceedings of the International Academic Conference on the Future of Game Design and Technology, Vancouver, BC, Canada, May 06, 2010
Proceedings of the 2010 Symposium on Eye-Tracking Research & Applications, 2010
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
Affective Ludology: Scientific Measurement of User Experience in Interactive Entertainment.
PhD thesis, 2009
Brain Training for Silver Gamers: Effects of Age and Game Form on Effectiveness, Efficiency, Self-Assessment, and Gameplay Experience.
Cyberpsychology Behav. Soc. Netw., 2009
Proceedings of the 2009 Conference on Future Play on @ GDC Canada, Vancouver, BC, Canada, May 12, 2009
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