Browsing Stratford School of Interaction Design and Business by Author "Nacke, Lennart"
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ABOVE WATER: An Educational Game for Anxiety
Wehbe, Rina Renee; Watson, Diane K.; Fortes Tondello, Gustavo; Ganaba, Marim; Stocco, Melissa; Lee, Alvin; Nacke, Lennart (Association for Computing Machinery, 2016-10-16)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 ... -
ABOVE WATER: Extending the Play Space for Health
Wehbe, Rina Renee; Watson, Diane K.; Fortes Tondello, Gustavo; Nacke, Lennart (Association for Computing Machinery, 2016-11-06)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 ... -
ABOVE WATER: Extending the Play Space for Health
Wehbe, Rina Renee; Watson, Diane K.; Fortes Tondello, Gustavo; Nacke, Lennart (Association for Computing Machinery, 2016-11-06)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 ... -
CHI PLAYGUE: A Mobile Conference Networking Game
Fortes Tondello, Gustavo; Wehbe, Rina Renee; Nacke, Lennart (Association for Computing Machinery, 2016-11-06)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 ... -
CLEVER: A Trivia and Strategy Game for Enterprise Knowledge Learning
Fortes Tondello, Gustavo; Kappen, Dennis; Ganaba, Marim; Stocco, Melissa; Elm, Dominic; Nacke, Lennart (Association for Computing Machinery, 2016-10-16)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 ... -
CLEVER: Gamification and Enterprise Knowledge Learning
Elm, Dominic; Kappen, Dennis; Fortes Tondello, Gustavo; Nacke, Lennart (ACM, 2016-10-16)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 ... -
Defining gameful experience as a psychological state caused by gameplay: Replacing the term ‘Gamefulness’ with three distinct constructs
Landers, Richard; Tondello, Gustavo F.; Kappen, Dennis L.; Collmus, Andrew; Mekler, Elisa D.; Nacke, Lennart (Elsevier, 2019-07)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 ... -
Elements of Gameful Design Emerging from User Preferences
Fortes Tondello, Gustavo; Mora, Alberto; Nacke, Lennart (Association for Computing Machinery, 2017-10-15)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 ... -
Empirical validation of the Gamification User Types Hexad scale in English and Spanish
Fortes Tondello, Gustavo; Mora, Alberto; Marczewski, Andrzej; Nacke, Lennart (Elsevier, 2018-10-13)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 ... -
Food Literacy while Shopping: Motivating Informed Food Purchasing Behaviour with a Situated Gameful App
Bomfim, Marcela C.C.; Kirkpatrick, Sharon I.; Nacke, Lennart; Wallace, James R. (ACM, 2020-04-25)Establishing healthy eating patterns early in life is critical and has implications for lifelong health. Situated interventions are a promising approach to improve eating patterns. How- ever, HCI research has emphasized ... -
A Framework and Taxonomy of Videogame Playing Preferences
Fortes Tondello, Gustavo; Wehbe, Rina Renee; Orji, Rita; Ribeiro, Giovanni; Nacke, Lennart (Association for Computing Machinery, 2017-10-15)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 ... -
The Gamification User Types Hexad Scale
Fortes Tondello, Gustavo; Wehbe, Rina Renee; Diamond, Lisa; Busch, Marc; Marczewski, Andrzej; Nacke, Lennart (ACM, 2016-10-16)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 ... -
Heuristic Evaluation for Gameful Design
Fortes Tondello, Gustavo; Kappen, Dennis; Mekler, Elisa; Ganaba, Marim; Nacke, Lennart (Association for Computing Machinery, 2016-10-16)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 ... -
Investigating the Impact of Cooperative Communication Mechanics on Player Performance in Portal 2
Vaddi, Deepika; Toups, Zachary; Dolgov, Igor; Wehbe, Rina Renee; Nacke, Lennart (Canadian Human-Computer Communications Society, 2016-06)Cooperative communication mechanics, such as avatar gestures or in-game visual pointers, enable player collaboration directly through gameplay. We currently lack a deeper understanding of how players use cooperative ... -
Lightweight Games User Research for Indies and Non-Profit Organizations
Nacke, Lennart; Moser, Christiane; Drachen, Anders; Mirza-Babaei, Pejman; Abney, Andrea; Zhenyu, Zhu (Cole) (Association for Computing Machinery, 2016-05-07)The Games User Research (GUR) community has thrived at CHI with four workshops and a course since CHI 2012; all of these were well attended. In line with the #chi4good spirit this year, the GUR field must advance towards ... -
Personalization in Serious and Persuasive Games and Gamified Interactions
Busch, Marc; Mattheiss, Elke; Orji, Rita; Marczewski, Andrzej; Hochleitner, Wolfgang; Lankes, Michael; Nacke, Lennart; Tscheligi, Manfred (Association for Computing Machinery, 2015-10)Serious and persuasive games and gamified interactions have become popular in the last years, especially in the realm of behavior change support systems. They have been used as tools to support and influence human behavior ... -
Personalizing Persuasive Strategies in Gameful Systems to Gamification User Types
Orji, Rita; Fortes Tondello, Gustavo; Nacke, Lennart (Association for Computing Machinery, 2018-04-21)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 ... -
Positive Gaming: Workshop on Gamification and Games for Wellbeing
Fortes Tondello, Gustavo; Orji, Rita; Vella, Kellie; Johnson, Daniel; Van Dooren, Marierose; Nacke, Lennart (Association for Computing Machinery, 2017-10-15)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 ... -
Recommender Systems for Personalized Gamification
Fortes Tondello, Gustavo; Orji, Rita; Nacke, Lennart (ACM, 2017-07-09)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 ... -
SIGCHI Games: The Scope of Games and Play Research at CHI
Nacke, Lennart; Cox, Anna; Mandryk, Regan; Cairns, Paul (ACM, 2016-05-07)The games research community at CHI has become an ever-growing significant part of the conference, demonstrated by the SIGCHI-sponsored CHI PLAY conference and the inclusion of a games subcommittee at CHI 2016. Given the ...