Now showing items 1-20 of 22

    • 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 ...
    • The aftermath of a crypto-ransomware attack at a large academic institution 

      Zhang-Kennedy, Leah; Assal, Hala; Rocheleau, Jessica; Mohamed, Reham; Baig, Khadija; Chiasson, Sonia (USENIX, 2018-08)
      In 2016, a large North American university was subject to a significant crypto-ransomware attack and did not pay the ransom. We conducted a survey with 150 respondents and interviews with 30 affected students, staff, and ...
    • 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 ...
    • Curioscape: A Curiosity-driven Escape Room Board Game 

      Tu, Joseph; Durmanova, Ekaterina (CHI PLAY '20: The Annual Symposium on Computer-Human Interaction in Play, 2020-11-02)
      Are you frustrated when a board game has too many rules? Do you want to jump straight into the game and just play? We created Curioscape, an escape room board game that focuses on the idea of whether eliminating a rule ...
    • 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 ...
    • 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 ...
    • 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 ...
    • A Theory of Gamification Principles Through Goal-Setting Theory 

      Fortes Tondello, Gustavo; Premsukh, Hardy; Nacke, Lennart (Hawaii International Conference on System Sciences, 2018-01-03)
      Goal-setting theory has been used for decades to explain how to motivate people to perform better in work-related tasks, but more recently gamification has also gained attention as an alternative method to increase engagement ...

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