Lennart E. Nacke
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Researcher ORCID ID = 0000-0003-4290-8829
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Lennart E. Nackecomputer-science Degrees
Computer Science
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Computer Science
Lennart E. Nacke's Degrees
- PhD Computer Science University of Saskatchewan
- Masters Computer Science University of Saskatchewan
- Bachelors Computer Science University of Saskatchewan
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(Suggest an Edit or Addition)Lennart E. Nacke's Published Works
Published Works
- From game design elements to gamefulness: defining "gamification" (2011) (6043)
- Gamification. using game-design elements in non-gaming contexts (2011) (1938)
- Gamification : Toward a Definition (726)
- Flow and immersion in first-person shooters: measuring the player's gameplay experience (2008) (358)
- The Gamification User Types Hexad Scale (2016) (322)
- The maturing of gamification research (2017) (313)
- Full-body motion-based game interaction for older adults (2012) (311)
- Correlation between heart rate, electrodermal activity and player experience in first-person shooter games (2010) (292)
- Calibration games: making calibration tasks enjoyable by adding motivating game elements (2011) (261)
- Biofeedback game design: using direct and indirect physiological control to enhance game interaction (2011) (257)
- BrainHex: A neurobiological gamer typology survey (2014) (256)
- More than a feeling: Measurement of sonic user experience and psychophysiology in a first-person shooter game (2010) (236)
- Towards Personality-driven Persuasive Health Games and Gamified Systems (2017) (196)
- Designing gamification: creating gameful and playful experiences (2013) (172)
- Affective Ludology, Flow and Immersion in a First- Person Shooter: Measurement of Player Experience (2009) (161)
- Methods for Evaluating Gameplay Experience in a Serious Gaming Context (2010) (157)
- Affective Ludology: Scientific Measurement of User Experience in Interactive Entertainment (2009) (147)
- Player Typology in Theory and Practice (2011) (135)
- Personalizing Persuasive Strategies in Gameful Systems to Gamification User Types (2018) (128)
- Playability and player experience research (2009) (125)
- BrainHex: Preliminary Results from a Neurobiological Gamer Typology Survey (2011) (119)
- Elements of Gameful Design Emerging from User Preferences (2017) (108)
- Gamification: Towards a Definition. (2011) (96)
- Older Adults’ Physical Activity and Exergames: A Systematic Review (2019) (95)
- The kaleidoscope of effective gamification: deconstructing gamification in business applications (2013) (93)
- All about that Base: Differing Player Experiences in Video Game Genres and the Unique Case of MOBA Games (2015) (91)
- Development and validation of the player experience inventory: A scale to measure player experiences at the level of functional and psychosocial consequences (2020) (89)
- How does it play better?: exploring user testing and biometric storyboards in games user research (2013) (86)
- Contextual influences on mobile player experience - A game user experience model (2013) (85)
- Empirical validation of the Gamification User Types Hexad scale in English and Spanish (2019) (83)
- Electroencephalographic Assessment of Player Experience (2011) (78)
- Brain Training for Silver Gamers: Effects of Age and Game Form on Effectiveness, Efficiency, Self-Assessment, and Gameplay Experience (2009) (72)
- Towards a Framework of Player Experience Research (2011) (67)
- Personalization in Serious and Persuasive Games and Gamified Interactions (2015) (66)
- Defining gameful experience as a psychological state caused by gameplay: Replacing the term 'Gamefulness' with three distinct constructs (2019) (64)
- Wiimote vs. controller: electroencephalographic measurement of affective gameplay interaction (2010) (64)
- Advanced gaze visualizations for three-dimensional virtual environments (2010) (64)
- Log Who's Playing: Psychophysiological Game Analysis Made Easy through Event Logging (2008) (62)
- Gameplay experience in a gaze interaction game (2010) (60)
- Time's up: studying leaderboards for engaging punctual behaviour (2013) (56)
- A Theory of Gamification Principles Through Goal-Setting Theory (2018) (56)
- An Introduction to Physiological Player Metrics for Evaluating Games (2013) (56)
- From playability to a hierarchical game usability model (2009) (55)
- Player Experience (2016) (55)
- The neurobiology of play (2010) (55)
- Recommender Systems for Personalized Gamification (2017) (52)
- Boredom, Immersion, Flow : A pilot study investigating player experience (2008) (50)
- Online-only friends, real-life friends or strangers? Differential associations with passion and social capital in video game play (2018) (48)
- Dissecting Play - Investigating the Cognitive and Emotional Motivations and Affects of Computer Gameplay 1 (2008) (47)
- A Framework and Taxonomy of Videogame Playing Preferences (2017) (45)
- Heuristic Evaluation for Gameful Design (2016) (45)
- 3D attentional maps: aggregated gaze visualizations in three-dimensional virtual environments (2010) (42)
- Games User Research and Physiological Game Evaluation (2015) (41)
- "I'm just here to play games": social dynamics and sociality in an online game site (2012) (41)
- Design Strategies for Gamified Physical Activity Applications for Older Adults (2016) (38)
- Effect of personalized gameful design on student engagement (2018) (37)
- Design and Preliminary Validation of The Player Experience Inventory (2016) (36)
- Du game design au gamefulness : définir la gamification (2014) (36)
- Towards a Trait Model of Video Game Preferences (2018) (36)
- Gamification through the Application of Motivational Affordances for Physical Activity Technology (2017) (35)
- GazeTap: towards hands-free interaction in the operating room (2017) (35)
- Keep Calm and Ride Along: Passenger Comfort and Anxiety as Physiological Responses to Autonomous Driving Styles (2020) (34)
- Unified visualization of quantitative and qualitative playtesting data (2014) (32)
- Vanishing Importance: Studying Immersive Effects of Game Audio Perception on Player Experiences in Virtual Reality (2018) (31)
- Vanishing scares: biofeedback modulation of affective player experiences in a procedural horror game (2016) (31)
- Guided Emotional State Regulation: Understanding and Shaping Players' Affective Experiences in Digital Games (2013) (31)
- "I Don't Fit into a Single Type": A Trait Model and Scale of Game Playing Preferences (2019) (29)
- Gamifying Research: Strategies, Opportunities, Challenges, Ethics (2015) (29)
- A Hybrid Approach at Emotional State Detection: Merging Theoretical Models of Emotion with Data-Driven Statistical Classifiers (2013) (29)
- Developing a triangulation system for digital game events, observational video, and psychophysiological data to study emotional responses to a virtual character (2011) (28)
- Game user research (2012) (28)
- Games user research: practice, methods, and applications (2013) (28)
- Gamification of Older Adults' Physical Activity: An Eight-Week Study (2018) (28)
- Engaged by boos and cheers: the effect of co-located game audiences on social player experience (2014) (27)
- Investigating the Impact of Annotation Interfaces on Player Performance in Distributed Multiplayer Games (2018) (25)
- Player Characteristics and Video Game Preferences (2019) (25)
- "The Collecting Itself Feels Good": Towards Collection Interfaces for Digital Game Objects (2016) (24)
- EEG-based assessment of video and in-game learning (2013) (24)
- The edge of glory: the relationship between metacritic scores and player experience (2014) (24)
- Mixed reality games (2012) (23)
- Influencing Experience: The Effects of Reading Game Reviews on Player Experience (2011) (22)
- Biometric storyboards: visualising game user research data (2012) (22)
- How Multidisciplinary is Gamification Research?: Results from a Scoping Review (2017) (21)
- Validation of User Preferences and Effects of Personalized Gamification on Task Performance (2020) (21)
- The quest for a better tailoring of gameful design: An analysis of player type preferences (2019) (20)
- LAIF: A logging and interaction framework for gaze-based interfaces in virtual entertainment environments (2010) (20)
- The impact of negative game reviews and user comments on player experience (2011) (20)
- Chapter 6 Biometrics in Gaming and Entertainment Technologies (2016) (20)
- Playing in the backstore: interface gamification increases warehousing workforce engagement (2020) (19)
- Player experience: mixed methods and reporting results (2014) (19)
- Exploring social interaction in co-located multiplayer games (2013) (18)
- Brain and body interfaces: designing for meaningful interaction (2011) (18)
- Revealing the hotspots of educational gamification: An umbrella review (2021) (18)
- Cross-Car, Multiplayer Games for Semi-Autonomous Driving (2019) (17)
- Feels like Team Spirit: Biometric and Strategic Interdependence in Asymmetric Multiplayer VR Games (2021) (17)
- Left Them 4 Dead: Perception of Humans versus Non-Player Character Teammates in Cooperative Gameplay (2017) (17)
- Feedback-based gameplay metrics: measuring player experience via automatic visual analysis (2012) (17)
- Social player analytics in a Facebook health game (2014) (16)
- Towards Understanding the Importance of Co-Located Gameplay (2015) (16)
- Introduction to Games User Research (2018) (16)
- The Adoption of Physiological Measures as an Evaluation Tool in UX (2017) (16)
- The Effect of Sound on Visual Fidelity Perception in Stereoscopic 3-D (2013) (16)
- Gameplay experience testing with playability and usability surveys – An experimental pilot study (2010) (16)
- Toward Understanding the Effects of Cognitive Styles on Collaboration in Multiplayer Games (2018) (16)
- Physiological acrophobia evaluation through in vivo exposure in a VR CAVE (2014) (16)
- Better, Funner, Stronger: A Gameful Approach to Nudge People into Making Less Predictable Graphical Password Choices (2021) (15)
- Practical Insights into the Design of Future Disaster Response Training Simulations (2018) (15)
- Designing Affective Games with Physiological Input (2011) (15)
- Food Literacy while Shopping: Motivating Informed Food Purchasing Behaviour with a Situated Gameful App (2020) (15)
- Trends and Techniques in Visual Gaze Analysis (2010) (14)
- Lightweight Games User Research for Indies and Non-Profit Organizations (2016) (14)
- Psychophysiological Correlations with Gameplay Experience Dimensions (2010) (13)
- Investigating the Impact of Cooperative Communication Mechanics on Player Performance in Portal 2 (2016) (13)
- Curiously Motivated: Profiling Curiosity with Self-Reports and Behaviour Metrics in the Game "Destiny" (2017) (13)
- Directions in Physiological Game Evaluation and Interaction (2011) (13)
- Brain, body and bytes: psychophysiological user interaction (2010) (12)
- Testing Incremental Difficulty Design in Platformer Games (2017) (12)
- Gameful Design Heuristics: A Gamification Inspection Tool (2019) (12)
- KickAR: Exploring Game Balancing Through Boosts and Handicaps in Augmented Reality Table Football (2018) (12)
- ABOVE WATER: An Educational Game for Anxiety (2016) (11)
- A Regression-based Method for Lightweight Emotional State Detection in Interactive Environments (2013) (11)
- Game Metrics and Biometrics : The Future of Player Experience Research (2009) (11)
- Game Atmosphere: Effects of Audiovisual Thematic Cohesion on Player Experience and Psychophysiology (2020) (11)
- Gamification: Tools and Techniques for Motivating Users (2018) (10)
- Editorial : The maturing of gamification research (2017) (10)
- Deconstructing 'gamified' task-management applications (2013) (10)
- Fuzzy Affective Player Models: A Physiology-Based Hierarchical Clustering Method (2014) (10)
- SIGCHI Games: The Scope of Games and Play Research at CHI (2016) (10)
- The Impact of Health-Related User Interface Sounds on Player Experience (2017) (10)
- Introducing the biometric storyboards tool for games user research (2014) (10)
- Playability and Player Experience Research [Panel Abstracts] (2009) (10)
- Games user research and gamification in human-computer interaction (2017) (9)
- Introduction to biometric measures for Games User Research (2018) (9)
- The Potential Disconnect between Time Perception and Immersion: Effects of Music on VR Player Experience (2020) (9)
- Frontlines in Games User Research (2018) (9)
- User Experience (UX) Research in Games (2019) (9)
- "It Started as a Joke": On the Design of Idle Games (2019) (9)
- Me, Myself, and Not-I: Self-Discrepancy Type Predicts Avatar Creation Style (2021) (9)
- Proceedings of the 2018 Annual Symposium on Computer-Human Interaction in Play (2015) (8)
- HexArcade: Predicting Hexad User Types By Using Gameful Applications (2020) (8)
- Exploring the Role of Non-Player Characters and Gender in Player Identification (2018) (8)
- Designing and evaluating sociability in online video games (2013) (8)
- What does it mean to understand gameplay (2007) (7)
- Towards the Visual Design of Non-Player Characters for Narrative Roles (2018) (7)
- An Introduction to EEG Analysis Techniques and Brain-Computer Interfaces for Games User Researchers (2013) (7)
- Bringing Digital Games to User Research and User Experience (2010) (7)
- Investigating the Effects of Individual Cognitive Styles on Collaborative Gameplay (2021) (7)
- A Best-Fit Framework and Systematic Review of Asymmetric Gameplay in Multiplayer Virtual Reality Games (2021) (7)
- CLEVER: A Trivia and Strategy Game for Enterprise Knowledge Learning (2016) (7)
- Understanding Player Attitudes Towards Digital Game Objects (2015) (7)
- How to Write and Review CHI Papers (2017) (7)
- Games and entertainment community SIG: reaching beyond CHI (2014) (7)
- Proceedings of the Annual Symposium on Computer-Human Interaction in Play (2019) (7)
- Games User Research Methods (2018) (6)
- Much Realistic, Such Wow! A Systematic Literature Review of Realism in Digital Games (2022) (6)
- Power and Peril of Teaching Game Programming (2005) (6)
- Modelling human emotion in interactive environments: Physiological ensemble and grounded approaches for synthetic agents (2015) (6)
- Flow in Games : Proposing a Flow Experience Model (2012) (6)
- Positive Gaming: Workshop on Gamification and Games for Wellbeing (2017) (6)
- CLEVER: Gamification and Enterprise Knowledge Learning (2016) (6)
- How to Write CHI Papers: Second Edition (2018) (5)
- Games and Play SIG: Engaging Small Developer Communities (2018) (5)
- Exploring the Potential of Game Audio for Wellbeing (2017) (5)
- Assessing user preference of video game controller button settings (2013) (5)
- Proceedings of the first ACM SIGCHI annual symposium on Computer-human interaction in play (2014) (5)
- Towards Customizing Gameful Systems by Gameful Design Elements (2018) (5)
- Proceedings of the First International Conference on Gameful Design, Research, and Applications (2013) (5)
- Actionable Inexpensive Games User Research (2015) (5)
- Information Visualisation, Gamification and Immersive Technologies in Participatory Planning (2018) (5)
- Motivational Affordances for Older Adults' Physical Activity Technology: An Expert Evaluation (2019) (4)
- Validating Test Chambers to Study Cooperative Communication Mechanics in Portal 2 (2015) (4)
- Detecting and influencing driver emotions using psycho- physiological sensors and ambient light (2019) (4)
- A Pilot Study of a Digital Skill Tree in Gameful Education (2019) (4)
- Human-Computer Interaction – INTERACT 2019: 17th IFIP TC 13 International Conference, Paphos, Cyprus, September 2–6, 2019, Proceedings, Part IV (2019) (4)
- Technology Facilitates Physical Activity Through Gamification: A Thematic Analysis of an 8-Week Study (2020) (4)
- How to Write CHI Papers (Third Edition) (2019) (4)
- Should Gamification be Personalized? A Self- deterministic Approach (2021) (4)
- ABOVE WATER: Extending the Play Space for Health (2016) (3)
- Older Adults' Motivation for Physical Activity Using Gamified Technology: An Eight-Week Experimental Study (2020) (3)
- Critic-Proofing : Robust Validation Through Data-Mining (2010) (3)
- How to Write CHI Papers, Online Edition (2021) (3)
- Using Technology to Boost Employee Wellbeing? How Gamification Can Help or Hinder Results (2017) (3)
- The Impact of Using a Gamified Interface on Engagement in a Warehousing Management Task: A NeuroIS Research Proposal (2018) (3)
- Personal Space in Play: Physical and Digital Boundaries in Large-Display Cooperative and Competitive Games (2020) (3)
- 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 (2020) (3)
- CHI PLAYGUE: A Networking Game of Emergent Sociality (2015) (2)
- miniPXI: Development and Validation of an Eleven-Item Measure of the Player Experience Inventory (2022) (2)
- Analysing Social Metrics in an Online Game Site (2012) (2)
- The Development of "Orbit": The Collaborative BCI Game for Children with AD(H)D (2019) (2)
- HexArcade (2020) (2)
- What Is It Like to Be a Game?—Object Oriented Inquiry for Games Research, Design, and Evaluation (2020) (2)
- How to Write CHI Papers, Fourth Edition (2020) (2)
- Applying Gameful Design Heuristics (2017) (2)
- “I Don’t Want To Shoot The Android”: Players Translate Real-Life Moral Intuitions to In-Game Decisions in Detroit: Become Human (2022) (1)
- Understanding expectations with multiple controllers in an augmented reality videogame (2014) (1)
- Above Water: What a game to destigmatise anxiety tells us about developing games targeting sensitive topics (Preprint) (2020) (1)
- The Quirks of Being a Wallflower: Towards Defining Lurkers and Loners in Games Through A Systematic Literature Review (2021) (1)
- Measuring players' experience of games and real-time simulations (2008) (1)
- Player Experience and Game User Research Workshop (2011) (1)
- Focus on your players : Psychophysiological player experience logging as a powerful tool for gameplay analysis (2008) (1)
- Gamification Research: A 50-years Retrospective from PBLs Towards Conscious Evolution (2016) (1)
- Motion-Based Game Design for Older Adults (2012) (1)
- Designing a Serious Game (Above Water) for Stigma Reduction Surrounding Mental Health: Semistructured Interview Study With Expert Participants (2022) (1)
- CHI 2015 Workshop “ Researching Gamification : Strategies , Opportunities , Challenges , Ethics ” Collected Papers (1)
- Accessible games SIG (2011) (1)
- Crushed it!: Interactive Floor Demonstration (2019) (1)
- Proceedings of the 2015 Annual Symposium on Computer-Human Interaction in Play (2015) (1)
- Developing iconic and semi-iconic game controllers (2014) (1)
- Design guidelines for Gamifying reading applications (2014) (1)
- Human-Computer Interaction – INTERACT 2019: 17th IFIP TC 13 International Conference, Paphos, Cyprus, September 2–6, 2019, Proceedings, Part III (2019) (1)
- How to: Peer Review for CHI (and Beyond) (2022) (1)
- 'Imi Pono: Creating an Ethical Framework for User Experience Design (2020) (1)
- Eye-GUAna: Higher Gaze-Based Entropy and Increased Password Space in Graphical User Authentication Through Gamification (2021) (0)
- Hexad-12: Developing and Validating a Short Version of the Gamification User Types Hexad Scale (2023) (0)
- Player Experience Inventory (2020) (0)
- 9 Player Experience (2017) (0)
- How to Write Better Research Papers (for CHI) (2022) (0)
- CHI-GUR (Game User Research): Exploring Methodologies (2012) (0)
- Never Skip Leg Day Again: Training the Lower Body with Vertical Jumps in a Virtual Reality Exergame (2023) (0)
- Here Comes No Boom! The Lack of Sound Feedback Effects on Performance and User Experience in a Gamified Image Classification Task (2022) (0)
- Session details: Papers: exploring games (2013) (0)
- How to Write Better CHI Papers (with LaTeX in Overleaf) (2023) (0)
- Two sides of the same coin? On the common etiology of Right-Wing Authoritarianism and Social Dominance Orientation (2023) (0)
- CLEVER: A Gameful Enterprise Learning System (2012) (0)
- An ontology for modelling user' profiles and activities in gamified education (2022) (0)
- Turning Users' In-Game Behaviours into Actionable Adaptive Gamification Strategies using the PEAS Framework (2022) (0)
- How Mobile is Mobile Gaming? Contextual Influences on Mobile Player Experience - A Model Proposition (2010) (0)
- Communication Sequences Indicate Team Cohesion: A Mixed-Methods Study of Ad Hoc League of Legends Teams (2022) (0)
- "It was Colonel Mustard in the Study with the Candlestick": Using Artifacts to Create An Alternate Reality Game-The Unworkshop (2018) (0)
- Understanding gameplay (2008) (0)
- CHI PLAYGUE: A Mobile Conference Networking Game (2016) (0)
- PACMHCI V6, CHI PLAY, October 2022 Editorial (2022) (0)
- Above Water: Designing Games for Sensitive Topics and Battling Mental Health Stigma (Preprint) (2020) (0)
- On Social Contagion in Gamification (2021) (0)
- in Affective Ludology Electroencephalographic Assessment of Player Experience : A Pilot Study (2010) (0)
- Using Evolutionary Algorithms to Target Complexity Levels in Game Economies (2023) (0)
- Proceedings of the Positive Gaming: Workshop on Gamification and Games for Wellbeing - Preface (2017) (0)
- Session details: Notes! Notes! Notes! (2015) (0)
- Future Game Design : Biofeedback and Player Experience (2008) (0)
- Session details: Understanding and designing games (2014) (0)
- Defining Gamification Video (2017) (0)
- Session details: Improving Game Experiences (2015) (0)
- Editorial for the CHB special issue on MMOGs (2015) (0)
- From Joysticks to Pokémon Go: Games and Play Research in SIGCHI (2017) (0)
- Biologically-Inspired Gameplay: Movement Algorithms for Artificially Intelligent (AI) Non-Player Characters (NPC) (2019) (0)
- Next Generation Testing : Biometric Analysis of Player Experience (2009) (0)
- Implementation of a Collaborative Web Application for Annotating Gameplay Videos Based on Biometric Player Data (2014) (0)
- Vanishing scares: biofeedback modulation of affective player experiences in a procedural horror game (2015) (0)
- A chronology of SIGCHI conferences (2022) (0)
- How to do User Experience Research in Games (2022) (0)
- LightPlay: Using an External Ambient Lighting Strip for Video Game Indicators (2022) (0)
- Game Experience : Components and Methods of Measurement (2009) (0)
- Game Design and Player Emotions (2008) (0)
- User Experience Design and Research in Games (2023) (0)
- Session details: Session 6: Rewarding Play (2016) (0)
- CHI-GUR (Game User Research) (2012) (0)
- The Fun of Gaming : Measuring the Human Experience of Game Enjoyment (2007) (0)
- Evaluating Player Experience in Games (2011) (0)
- Foreword: 1st Workshop on Gamification and Games for Learning (GamiLearn’17) (2017) (0)
- Empirical Evidence on Gamification and Learning Analytics (GaLA): What is Missing? (2022) (0)
- Session details: Session 1: Let's Get Physical (2017) (0)
- The Impact of Health-Related Interface Sounds on Player Experience (2018) (0)
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