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: Nacke:Lennart_E=
Facilitated 3 volumes:
Contributed to:
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.