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Travelled to:
1 × Canada
1 × France
1 × South Korea
Collaborated with:
Rina R. Wehbe G.F.Tondello P.Mirza-Babaei Dennis L. Kappen Daniel M. Johnson 0001 Z.O.Toups Pedro Alves Nogueira Rui Amaral Rodrigues E.C.Oliveira João P. Costa Nicole K. Crenshaw Daniel Buckstein James Robb D.Johnson P.Wyeth Chris Bateman Rebecca Lowenhaupt Samantha N. Stahlke Rylan Koroluk Alberto Mora R.Orji Giovanni Ribeiro Marc Busch Andrzej Marczewski M.Kalyn C.Lough R.L.Mandryk Christopher N. Watling John A. Gardner Matthew Lakier T.Igarashi Daniel Vogel 0001 Anders Drachen J.Gregory N.Collins G.Fitzpatrick Rúben Aguiar Nathan Gale Jens Johannsmeier Amanda Leo Deepika Vaddi Lisa Diamond Katta Spiel Sultan A. Alharthi Andrew Jian-lan Cen Jessica Hammer Z O. Toups Tess Tanenbaum E.E.Mattheiss Wolfgang Hochleitner Michael Lankes M.Tscheligi Mike Schaekermann Guenter Wallner S.Kriglstein R.Sifa K.Kuikkaniemi Jörg Niesenhaus H.Korhonen Wouter van den Hoogen Karolien Poels W.A.IJsselsteijn Yvonne A. W. de Kort
Talks about:
game (18) player (9) experi (5) user (5) understand (4) research (3) control (3) toward (3) prefer (3) design (3)

Person: Lennart E. Nacke

DBLP DBLP: Nacke:Lennart_E=

Facilitated 3 volumes:

CHI PLAY 2014Ed
CHI PLAY 2015Ed
CHI PLAY 2019Ed

Contributed to:

CHI 20152015
CHI 20132013
CHI 20112011
DiGRA 20092009
DiGRA 20112011
AIIDE 20132013
DiGRA 20132013
AIIDE 20142014
CHI PLAY 20142014
CHI PLAY 20152015
CHI PLAY 20162016
CHI PLAY 20172017
CHI PLAY 20192019

Wrote 26 papers:

CHI-2015-JohnsonNW #all about #case study #experience #game studies #video
All about that Base: Differing Player Experiences in Video Game Genres and the Unique Case of MOBA Games (DJ, LEN, PW), pp. 2265–2274.
CHI-2013-Mirza-BabaeiNGCF #game studies #how #research #testing
How does it play better?: exploring user testing and biometric storyboards in games user research (PMB, LEN, JG, NC, GF), pp. 1499–1508.
CHI-2011-NackeKLM #design #game studies #interactive #using
Biofeedback game design: using direct and indirect physiological control to enhance game interaction (LEN, MK, CL, RLM), pp. 103–112.
DiGRA-2009-NackeDKNKHPIK #experience #research
Playability and Player Experience Research [Panel Abstracts] (LEN, AD, KK, JN, HK, WvdH, KP, WAI, YAWdK).
DiGRA-2011-BatemanLN #theory and practice
Player Typology in Theory and Practice (CB, RL, LEN).
AIIDE-2013-NogueiraRON #case study #comprehension #experience #game studies
Guided Emotional State Regulation: Understanding and Shaping Players' Affective Experiences in Digital Games (PAN, RAR, ECO, LEN).
DiGRA-2013-WehbeN #analysis #game studies #human-computer #interface #research
An Introduction to EEG Analysis Techniques and Brain-Computer Interfaces for Games User Researchers (RRW, LEN).
AIIDE-2014-NogueiraARON #clustering #fuzzy #modelling
Fuzzy Affective Player Models: A Physiology-Based Hierarchical Clustering Method (PAN, RA, RAR, ECO, LEN).
CHI-PLAY-2014-JohnsonWGN #experience
The edge of glory: the relationship between metacritic scores and player experience (DMJ0, CNW, JAG, LEN), pp. 141–150.
CHI-PLAY-2014-KappenMJBRN #experience #game studies #social
Engaged by boos and cheers: the effect of co-located game audiences on social player experience (DLK, PMB, JJ, DB, JR, LEN), pp. 151–160.
CHI-PLAY-2014-Mirza-BabaeiGCN #artificial reality #comprehension #game studies #multi
Understanding expectations with multiple controllers in an augmented reality videogame (PMB, NG, JPC, LEN, DMJ0), pp. 201–206.
CHI-PLAY-2014-NackeCKRB #game studies
Developing iconic and semi-iconic game controllers (LEN, JPC, DLK, JR, DB), pp. 435–436.
CHI-PLAY-2015-BuschMOMHLNT #game studies #interactive #personalisation #persuasion
Personalization in Serious and Persuasive Games and Gamified Interactions (MB, EEM, RO, AM, WH, ML, LEN, MT), pp. 811–816.
CHI-PLAY-2015-TondelloWSLKN #game studies #network
CHI PLAYGUE: A Networking Game of Emergent Sociality (GFT, RRW, SNS, AL, RK, LEN), pp. 791–794.
CHI-PLAY-2015-TondelloWTNC #comprehension #game studies #towards
Understanding Player Attitudes Towards Digital Game Objects (GFT, RRW, ZOT, LEN, NKC), pp. 709–714.
CHI-PLAY-2015-VaddiWTSKN #communication #validation
Validating Test Chambers to Study Cooperative Communication Mechanics in Portal 2 (DV, RRW, ZOT, SNS, RK, LEN), pp. 721–726.
CHI-PLAY-2015-WehbeN #comprehension #towards
Towards Understanding the Importance of Co-Located Gameplay (RRW, LEN), pp. 733–738.
CHI-PLAY-2016-TondelloWDBMN #gamification
The Gamification User Types Hexad Scale (GFT, RRW, LD, MB, AM, LEN), pp. 229–243.
CHI-PLAY-2017-KappenMN #gamification #physics #process
Gamification through the Application of Motivational Affordances for Physical Activity Technology (DLK, PMB, LEN), pp. 5–18.
CHI-PLAY-2017-TondelloMN #design
Elements of Gameful Design Emerging from User Preferences (GFT, AM, LEN), pp. 129–142.
CHI-PLAY-2017-TondelloWORN #framework #game studies #taxonomy
A Framework and Taxonomy of Videogame Playing Preferences (GFT, RRW, RO, GR, LEN), pp. 329–340.
CHI-PLAY-2019-LakierNIV #game studies #multi
Cross-Car, Multiplayer Games for Semi-Autonomous Driving (ML, LEN, TI, DV0), pp. 467–480.
CHI-PLAY-2019-TondelloN #game studies #video
Player Characteristics and Video Game Preferences (GFT, LEN), pp. 365–378.
CHI-PLAY-2016-ToupsCWTN #game studies #interface #quote #towards
“The Collecting Itself Feels Good”: Towards Collection Interfaces for Digital Game Objects (ZOT, NKC, RRW, GFT, LEN), pp. 276–290.
CHI-PLAY-2017-SchaekermannRWK #behaviour #game studies #metric #motivation #profiling #self
Curiously Motivated: Profiling Curiosity with Self-Reports and Behaviour Metrics in the Game “Destiny” (MS, GR, GW, SK, DMJ0, AD, RS, LEN), pp. 143–156.
CHI-PLAY-2019-SpielACHNTT #design #game studies #quote
“It Started as a Joke”: On the Design of Idle Games (KS, SAA, AJlC, JH, LEN, ZOT, TT), pp. 495–508.

Bibliography of Software Language Engineering in Generated Hypertext (BibSLEIGH) is created and maintained by Dr. Vadim Zaytsev.
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