Demonstration venue · read-only. Every page can be browsed; the buttons that would change it are switched off. Create an account to run TaxoReview on your own data. A simulation from public publication records: the people listed were not invited and did not agree to review.
? Tutorial for this page

Gustavo Fortes Tondello

dblp:49/778 · DBLP profile ↗
← Back
10ranked-venue papers
5as first author
1since 2021 · last 2023
0000-0002-4174-7245ORCID · reported

Domains — the database's venue-derived domains; a paper can count in several

Human-computer interaction and ubiquitous computing · 9 · 4 first-author · 1 since 2021Applied, interdisciplinary, general and emerging computing · 2 · 1 first-author

Expertise — from the expertise taxonomy: the topics of the expert's papers under the CCF categories. A weight counts papers with recency: 1 for a paper about the topic, 0.3 when the topic is its context, halved every five years.

Human-computer interaction and pervasive computing
4 papers
Games and playful interaction · 64% Usability and user experience research · 32% Health and well-being technologies · 4%

Topics — the 4 heaviest of 6, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Games and playful interaction
gamification
1.022023
Hexad-12: Developing and Validating a Short Version of the Gamification User Types Hexad Scale · CHI 2023
Empirical validation of the Gamification User Types Hexad scale in English and Spanish · Int. J. Hum. Comput. Stud. 2019
Usability and user experience research › evaluation methodology
questionnaire design
0.212023
Hexad-12: Developing and Validating a Short Version of the Gamification User Types Hexad Scale · CHI 2023
Usability and user experience research › scale development
scale validation
0.212023
Hexad-12: Developing and Validating a Short Version of the Gamification User Types Hexad Scale · CHI 2023
Health and well-being technologies
behavior change
0.112018
Personalizing Persuasive Strategies in Gameful Systems to Gamification User Types · CHI 2018

Methods — techniques the papers use, named apart from their topics

exploratory factor analysis · 0.7confirmatory factor analysis · 0.7psychometric validation · 0.4construct definition · 0.4survey · 0.3storyboards · 0.3
YearPublicationVenuePosition
2023 Hexad-12: Developing and Validating a Short Version of the Gamification User Types Hexad Scale
abstract
The Hexad scale is a crucial tool for personalized gamification in user experience (UX) design. However, completing a 24-item questionnaire can increase dropout rates and screen fatigue within online surveys. When included in larger surveys, scale brevity makes a difference. To reduce the time required for the assessment process, we developed and validated a 12-item version of the Hexad scale. To create it, we carried out an exploratory factor analysis on an existing data set to identify appropriate items (n = 882). To validate the 12-item version, we conducted a confirmatory factor analysis on a new data set (n = 1, 101). Our results show that Hexad-12 outperforms the original Hexad scale regarding model fit, reliability, convergent, and discriminant validity. Therefore, Hexad-12 resolves issues found in studies using the original Hexad scale and provides a suitable and swift instrument for concisely assessing Hexad user types in tailored gamification design.
Jeanine Kirchner-Krath, Maximilian Altmeyer, Gustavo Fortes Tondello, Lennart E. Nacke
CHI3
2019 "I Don't Fit into a Single Type": A Trait Model and Scale of Game Playing Preferences
Gustavo Fortes Tondello, Karina Arrambide, Giovanni Ribeiro, Andrew Jian-lan Cen, Lennart E. Nacke
INTERACT (2)1
2019 Defining gameful experience as a psychological state caused by gameplay: Replacing the term 'Gamefulness' with three distinct constructs
Richard N. Landers, Gustavo Fortes Tondello, Dennis L. Kappen, Andrew B. Collmus, Elisa D. Mekler, Lennart E. Nacke
Int. J. Hum. Comput. Stud.2
2019 Empirical validation of the Gamification User Types Hexad scale in English and Spanish
Gustavo Fortes Tondello, Alberto Mora, Andrzej Marczewski, Lennart E. Nacke
Int. J. Hum. Comput. Stud.1
2018 Personalizing Persuasive Strategies in Gameful Systems to Gamification User Types
abstract
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 personalize them. We conducted a large-scale study of 543 participants to investigate how different gamification user types responded to ten persuasive strategies depicted in storyboards representing persuasive gameful health systems. Our results reveal that people's gamification user types play significant roles in the perceived persuasiveness of different strategies. People scoring high in the 'player' user type tend to be motivated by competition, comparison, cooperation, and reward while 'disruptors' are likely to be demotivated by punishment, goal-setting, simulation, and self-monitoring. 'Socialisers' could be motivated using any of the strategies; they are the most responsive to persuasion overall. Finally, we contribute to CHI research and practice by offering design guidelines for tailoring persuasive gameful systems to each gamification user type.
Rita Orji, Gustavo Fortes Tondello, Lennart E. Nacke
CHI2
2018 Effect of personalized gameful design on student engagement
abstract
Many recent studies of gamification applied to higher education have demonstrated a wide range of positive results. However, most of them fail to consider any personalization factor for the student experience, despite recent studies having shown that gameful systems may be more engaging when they are personalized to each user. Therefore, the goal of this work is to investigate if gameful learning experiences can better motivate and engage students if they are personalized. In this way, we present the design and analysis of a personalized gameful learning experience within a Computer Network Design course. The general purpose of this study is to determine whether a personalized gameful learning experience affects both the students' behavioral and emotional engagement. The results of a descriptive analysis reveal that personalization works better than generic approaches in all items regarding the behavioral and emotional engagement of the students, being a promising standpoint to further investigate in subsequent studies.
Alberto Mora, Gustavo Fortes Tondello, Lennart E. Nacke, Joan Arnedo-Moreno
EDUCON2
2018 Towards a Trait Model of Video Game Preferences
abstract
Typologies for understanding players’ preferences toward different gameplay styles have gained popularity in research. However, attempts to model players’ preferences are based on type models instead of trait models, contrary to the latest personality research. One such model, BrainHex, was designed as an interim model to enable investigations toward a definitive player trait model. However, it lacks empirical validation in support of its psychometric properties. The present work analyzed a dataset with over 50,000 respondents to devise a player traits model based off the BrainHex scale. Results indicate three player traits: action, esthetic, and goal orientation. Furthermore, we analyzed the games listed by participants as examples of what they enjoy, to understand which factors influence player preferences. Results illustrate that the emergent player traits and participants’ genders and attitudes toward story can partially explain player preferences toward certain games. Finally, we present the implications toward a definitive player traits model.
Gustavo Fortes Tondello, Deltcho Valtchanov, Adrian Reetz, Rina R. Wehbe, Rita Orji, Lennart E. Nacke
Int. J. Hum. Comput. Interact.1
2016 CHI PLAYGUE: A Mobile Conference Networking Game
abstract
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 a community. The game integrates digital technology (mobile devices and large displays) within the space of the conference venue, combined with a mixed-reality narrative and people's social interactions to facilitate the emergence of social dynamics. By providing a platform for large-scale, playful interaction, the game creates an experience that fosters the development of mutually beneficial, personal, and professional relationships among players.
Gustavo Fortes Tondello, Rina R. Wehbe, Lennart E. Nacke
ISS1
2016 ABOVE WATER: Extending the Play Space for Health
abstract
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 a safe space for discussion of personal experiences. This game focuses on using the physical world (physical space, physical and tangible cards) and the digital world (accessible by any phone or tablet with a modern web browser) as part of its gameplay.
Rina R. Wehbe, Diane K. Watson, Gustavo Fortes Tondello, Lennart E. Nacke
ISS3
2005 On the automatic configuration of application-oriented operating systems
abstract
Summary form only given. This paper presents an alternative to achieve automatic run-time system generation based on the application oriented systems design method. Our approach relies on a static configuration mechanism that allows the generation of optimized versions of the operating system for particular classes of applications, promoting a better utilization of available resources. The EPOS operating system, with its strategies and tools, is taken as a case-study along the text to exemplify and corroborate the proposed ideas.
Gustavo Fortes Tondello, Antônio Augusto Fröhlich
AICCSA1