Lennart E. Nacke

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79ranked-venue papers
5as first author
40since 2021 · last 2026
0000-0003-4290-8829ORCID · verified

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Human-computer interaction and ubiquitous computing · 75 · 5 first-author · 38 since 2021Graphics, computer vision, multimedia, augmented reality and games · 11 · 2 first-author · 2 since 2021Artificial intelligence and machine learning · 3 · 1 since 2021Applied, interdisciplinary, general and emerging computing · 3 · 2 since 2021
YearPublicationVenuePosition
2026 Rushed by Discomfort, Trapped by Immersion: Users' Experiences and Responses to Privacy Deceptive Design in Commercial VR Applications
abstract
Commercial Virtual Reality (VR) transforms people’s virtual experiences but introduces deceptive design opportunities that threaten user privacy. Although privacy deceptive patterns on 2D platforms are well-documented, their impacts in VR remain understudied. We surveyed 481 users’ experiences and responses to privacy deceptive patterns across eight commercial VR scenarios. We found that VR deceptive design can exploit both cognitive vulnerabilities and bodily strain, a phenomenon we define as Ergonomic Susceptibility, and that VR’s sensory-rich experiences can make users more likely to accept invasive data disclosure framed as immersion-preserving. Users recognized manipulation but their prior non-VR exposure can foster privacy resignation. Our study shows ergonomics is a critical factor in future privacy-preserving VR design, and urges VR researchers, designers, and policymakers to develop ethical design and privacy management solutions that account for VR’s unique multimodal, immersive, and ergonomic properties, building immersive experiences that respect user privacy and mitigate manipulative data practices.
Hilda Hadan, Michaela Valiquette, Lennart E. Nacke, Leah Zhang-Kennedy
DIS3
2026 Conceptualizing How to Design for AI Literacy through Game Artifacts
abstract
AI literacy is an emerging research area that increasingly incorporates new forms of computational intelligence, creating opportunities to enrich human learning and interactive experiences. Our scoping review examines design interventions and discourses within AI literacy and games to identify and characterize the learning experiences that prior research has sought to support. Drawing from 45 papers, we identified and analyzed 48 unique design artifacts, including game‑based learning prototypes and gamified systems. We constructed a comprehensive matrix charting each artifact’s game or gamification approach, platform, AI literacy focus, game design elements, player requirements, modality, and open‑source availability, providing a detailed view of how AI literacy is represented across these systems. Building on this matrix, we identify nine design suggestions that illustrate how specific design choices shape learners’ knowledge, skills, and experiences with AI. Our work clarifies game‑based AI literacy interventions and offers actionable suggestions for designing future systems that effectively leverage games and gamification to support AI learning.
Joseph Tu, Geneva M. Smith, Simone Bassanelli, Annapaola Marconi, Lennart E. Nacke
DIS5
2026 Who is Responsible When AI Fails? Mapping Causes, Entities, and Consequences of AI Privacy and Ethical Incidents
abstract
The rapid growth of artificial intelligence (AI) technologies has raised major privacy and ethical concerns. However, existing AI incident taxonomies and guidelines lack grounding in real-world cases, limiting their effectiveness for prevention and mitigation. We analyzed 202 real-world AI privacy and ethical incidents to develop a taxonomy that classifies them across AI lifecycle stages and captures contributing factors, including causes, responsible entities, sources of disclosure, and impacts. Our findings reveal widespread harms from poor organizational decisions and legal non-compliance, limited corrective interventions, and rare reporting from AI developers and adopting entities. Our taxonomy offers a structured approach for systematic incident reporting and emphasizes the weaknesses of current AI governance frameworks. Our findings provide actionable guidance for policymakers and practitioners to strengthen user protections, develop targeted AI policies, enhance reporting practices, and foster responsible AI governance and innovation, especially in contexts such as social media and child protection.
Hilda Hadan, Reza Hadi Mogavi, Leah Zhang-Kennedy, Lennart E. Nacke
Int. J. Hum. Comput. Interact.4
2026 Widespread yet Unreliable: A Systematic Analysis of the Use of Presence Questionnaires
abstract
Abstract Presence, as a psychological state, is typically assessed using questionnaires. While many researchers in this field assume that these self-report instruments are standardized, the reliability of such questionnaires remains uncertain. This knowledge gap challenges the accuracy and validity of data derived from studies assessing presence. Ensuring reliable and precise data collection and reporting is essential for the credibility of findings in presence research, because inaccuracies may cause errors in conclusions, which affects theoretical understandings, methodological approaches and practical applications. To address this issue, we conducted a systematic analysis of 397 empirical quantitative studies on presence. We investigated the use of presence scales, including applications, modifications, a variety of measures and reporting practices. We found that the majority of the presence studies modify questionnaires, do not re-validate them and improperly report their methods. Based on these findings, we propose solutions to enhance transparency and validation of the presence measurements.
Eugene Y. Kukshinov, Joseph Tu, Kata Szita, Kaushall Senthil Nathan, Lennart E. Nacke
Interact. Comput.5
2026 Introducing the INSPIRE Framework: Guidelines From Expert Librarians for Search and Selection in HCI Literature
abstract
Abstract Formalized literature reviews are crucial in human–computer interaction (HCI) because they synthesize research and identify unsolved problems. However, current practices lack transparency when reporting details of a literature search. This restricts replicability. This paper introduces the INSPIRE framework for HCI research. It focuses on the search stage in literature reviews to support a search that prioritizes transparency and quality-of-fit to a research question. It was developed based on guiding principles for successful searches and precautions advised by librarian experts in HCI (n=8) for search strategies in (primarily systematic) literature reviews. We discuss how their advice aligns with the HCI field and their concerns about computational AI tools assisting or automating these reviews. Based on their advice, the framework outlines pivotal stages in conducting a literature search. These essential stages are: (1) defining research goals, (2) navigating relevant databases and (3) using searching techniques (like divergent and convergent searching) to identify a set of relevant studies. The framework also emphasizes the importance of team involvement, transparent reporting, and a flexible, iterative approach to refining the search terms.
Joseph Tu, Lennart E. Nacke, Katja Rogers
Interact. Comput.2
2025 Support Autonomy: Exploring Player Perspectives on AI-Supported Onboarding in Video Games
abstract
Video game onboarding faces the challenge of teaching game mechanics in a fun and engaging way. Artificial intelligence (AI) solutions have become a quick fix to help users understand technology. However, little is known about how AI supports player onboarding in video games. To address this knowledge gap, this research explores player perspectives on AI-supported onboarding. We conducted a qualitative user study (n=20) to investigate player expectations, attitudes, and concerns about AI-supported learning experiences. Players learn primarily through the lived experience of a game and value personalized guidance during onboarding. Participants emphasized the importance of maintaining control over how AI is used during onboarding and the freedom to choose their support level. Our results suggest that players want future AI-supported onboarding systems to prioritize their agency, encourage active learning, and maintain transparency throughout the learning process. We contribute to game design research by proposing balanced, player-centric AI-supported onboarding experiences in video games.
Lydia Choong, Sebastian Cmentowski, Eugene Y. Kukshinov, Joseph Tu, Lennart E. Nacke
CHI5
2025 Designing Biofeedback Board Games: The Impact of Heart Rate on Player Experience
Joseph Tu, Eugene Y. Kukshinov, Reza Hadi Mogavi, Derrick M. Wang, Lennart E. Nacke
CHI5
2025 From Solo to Social: Exploring the Dynamics of Player Cooperation in a Co-located Cooperative Exergame
abstract
Figure 1: In our cooperative co-located exergame Space Scavenger Squad, players work together to catch orbs that appear on the ExerCube's panels.In a user study, we compared three cooperative mechanics:  free , where players share one task;  coupled , where players perform specific tasks; and  concurrent , where players have to sync their actions to succeed.
Derrick M. Wang, Sebastian Cmentowski, Reza Hadi Mogavi, Kaushall Senthil Nathan, Eugene Y. Kukshinov, Joseph Tu, Lennart E. Nacke
CHI7
2025 Collective Embodiment, or the Social Nature of the Sense of Embodiment in Social VR
abstract
In Social Virtual Reality (SVR), mediated social communication blends with simulated virtual environments and bodies.However, little is known about how these social and physical (or embodied) affordances intersect in user experiences.We bridge this research gap by applying phenomenological analysis to SVR user interviews to reveal embodiment in SVR based on their lived experiences.We contribute empirical evidence to the concept of "collective embodiment, " described as a mutually maintained feeling of embodiment that SVR provides beyond individual experiences and avatar-related sensations.This involves intertwined senses of agency, location, and appearance influenced by the presence and actions of others in the virtual environment.We also observed SVR users' difficulties controlling avatar visual representations and communication or social functions.This research uncovers the multifaceted nature of collective embodiment in SVR, offering insights into its social dynamics, design, and user experience implications.
Eugene Y. Kukshinov, Lennart E. Nacke
IMX2
2025 The Jade Gateway to Trust: Exploring How Socio-Cultural Perspectives Shape Trust Within Chinese NFT Communities
abstract
Today's world is witnessing an unparalleled rate of technological transformation. The emergence of non-fungible tokens (NFTs) has transformed how we handle digital assets and value. These tokens have captured the interest of scholars and businesspeople alike. However, NFTs have recently seen a sharp decline in popularity. While cryptocurrency volatility and monetary policies greatly influenced NFT market trends, the community aspects of NFT projects--particularly trust-based interactions--also play a crucial role in NFT adoption and sustainability. From a social computing perspective, understanding these trust dynamics offers valuable insights for the development of both the NFT ecosystem and the broader digital economy. China presents a compelling context for examining these dynamics, offering a unique intersection of technological innovation and traditional cultural values. Through an in-depth qualitative study of Chinese NFT communities, we examine how socio-cultural factors influence trust formation and development. We analyzed discussions from eight prominent WeChat groups dedicated to NFTs and conducted 21 semi-structured interviews with three types of NFT community members. We found that trust in Chinese NFT communities is significantly molded by local cultural values. To be precise, Confucian virtues, such as benevolence, propriety , and integrity , play a crucial role in shaping these trust relationships. Our research identifies three critical trust dimensions in China's NFT market: (1) technological , (2) institutional , and (3) social . We examined the challenges in cultivating each dimension. Based on these insights, we developed tailored trust-building guidelines for Chinese NFT stakeholders. These guidelines address trust issues that factor into NFT's declining popularity and could offer valuable strategies for CSCW researchers, developers, and designers aiming to enhance trust in global NFT communities. Our research urges CSCW scholars to take into account the unique socio-cultural contexts when developing trust-enhancing strategies for digital innovations and online interactions.
Yifan Cao 0001, Reza Hadi Mogavi, Meng Xia 0002, Leo Yu-Ho Lo, Xiaoqing Zhang 0018, Mei-Jia Lou, Lennart E. Nacke, Yang Wang 0020, Huamin Qu
Proc. ACM Hum. Comput. Interact.7
2025 Immersive Invaders: Privacy Threats from Deceptive Design in Virtual Reality Games and Applications
abstract
Virtual Reality (VR) technologies offer immersive experiences but collect substantial user data. While deceptive design is well-studied in 2D platforms, little is known about its manifestation in VR environments and its impact on user privacy. This research investigates deceptive designs in privacy communication and interaction mechanisms of 12 top-rated VR games and applications through autoethnographic evaluation of the applications and thematic analysis of privacy policies. We found that while many deceptive designs rely on 2D interfaces, some VR-unique features, while not directly enabling deception, amplified data disclosure behaviors, and obscured actual data practices. Convoluted privacy policies and manipulative consent practices further hinder comprehension and increase privacy risks. We also observed privacy-preserving design strategies and protective considerations in VR privacy policies. We offer recommendations for ethical VR design that balance immersive experiences with strong privacy protections, guiding researchers, designers, and policymakers to improve privacy in VR environments.
Hilda Hadan, Michaela Valiquette, Lennart E. Nacke, Leah Zhang-Kennedy
Proc. ACM Hum. Comput. Interact.3
2025 ExerCube vs. Virtual Reality: A Comparative Study of Exergame Technologies for Older Adults
abstract
Insufficient physical activity is a major challenge in our aging society. Although exergames can provide enjoyable exercise opportunities for older adults, it remains unclear which display technology is best suited to reach this goal. This paper compares two popular exergame technologies with different immersion levels: (i) a virtual reality head-mounted display (VR-HMD) and (ii) the ExerCube, a commercial projection-based system. We conducted a within-participants study ( N =34) with older adults to evaluate player experience, presence, cybersickness, game performance, and physical exertion. Both display types provided a comparably high player experience and physical exertion that can benefit older adults’ physical well-being. The VR-HMD offered superior presence, while the ExerCube led to higher performance and physical activity. Our findings advance the understanding of how different exergame technologies affect older adults’ experiences. We present research and design implications to guide the future development of age-appropriate exergames.
Sukran Karaosmanoglu, Sebastian Cmentowski, Lennart E. Nacke, Frank Steinicke
Proc. ACM Hum. Comput. Interact.3
2025 Seeing is Not Thinking: Testing Capabilities of VR to Promote Perspective-Taking
abstract
Virtual Reality (VR) technologies offer compelling experiences by allowing users to immerse themselves in simulated environments interacting through avatars. However, despite its ability to evoke emotional responses, and seeing 'through the eyes' of the displayed other, it remains unclear to what extent VR actually fosters perspective-taking (PT) or thinking about others' thoughts and feelings. It might be that the common belief that one can "become someone else" through VR is misleading, and that engaging situations through a different viewpoint does not produce a different cognitive standpoint. To test this, we conducted a 2 (perspective, first-person or third-person) by 2 (perspective-taking task or no task) to examine effects on perspective taking, measured via audio-recordings afforded by the think-aloud protocol. Our data demonstrate that while first-person perspective (1PP) facilitates perceived embodiment, it has no appreciable influence on perspective-taking. Regardless of 1PP or third-person perspective (3PP), perspective-taking was substantially and significantly increased when users were given a specific task prompting them to actively consider a character's perspective. Without such tasks, it seems that participants default to their own viewpoints. These data highlight the need for intentional design in VR experiences to consider content rather than simply viewpoint as key to authentic perspective-taking. To truly harness VR's potential as an "empathy machine," developers must integrate targeted perspective-taking tasks or story prompts, ensuring that cognitive engagement is an active component of the experience.
Eugene Y. Kukshinov, Federica Gini, Anchit Mishra, Nicholas David Bowman, Brendan Rooney, Lennart E. Nacke
IEEE Trans. Vis. Comput. Graph.6
2024 Disembodied, Asocial, and Unreal: How Users Reinterpret Designed Affordances of Social VR
abstract
Although Social Virtual Reality (SVR) affordances are designed to enable embodied social activities and interactions within virtual environments, the ways that users perceive and interpret these affordances can shape how SVR platforms are used and experienced. In this study, we examined the design and use of SVR affordances based on qualitative survey data from 100 SVR users. We observed that user practices diverge in important ways from intended designs, adding complexity to conventional interpretations of SVR platforms as embodied social environments. This research highlights dynamic user behaviour in which users interpret and reconfigure the affordances of SVR platforms, ranging from asocial use cases to actions that reflect the current limits of embodied communication. We contribute findings that may improve SVR design by revealing opportunities to foreground user needs and expectations, leveraging both the designed possibilities of SVR and the interpretations of those possibilities.
Eugene Y. Kukshinov, Daniel Harley, Kata Szita, Reza Hadi Mogavi, Cayley MacArthur, Lennart E. Nacke
Conference on Designing Interactive Systems6
2024 Encouraging Disengagement: Using Eye Tracking to Examine Attention with Different Levels of Juicy Design
abstract
Juicy design, typically used in games, involves adding non-functional visual embellishments to increase engagement. We investigate if too much or too little juicy design can lower attention. A controlled experiment examines the application of four levels of juicy elements to a target stimulus for saccade and smooth pursuit eye tracking tasks. Pupil size, blink rate, and questionnaires are used to estimate levels of attention. The results suggest that highly stimulating juicy elements paired with an engaging task, followed by a non-task rest break employing less stimulation, indicated decreased levels of attention and engagement. We discuss the implications of these findings and provide use cases for health, games, and ethics.
Alessandra Luz, Florian Marcher, Lennart E. Nacke, Daniel Vogel 0001
AVI3
2024 Privacy in Immersive Extended Reality: Exploring User Perceptions, Concerns, and Coping Strategies
abstract
Extended Reality (XR) technology is changing online interactions, but its granular data collection sensors may be more invasive to user privacy than web, mobile, and the Internet of Things technologies. Despite an increased interest in studying developers’ concerns about XR device privacy, user perceptions have rarely been addressed. We surveyed 464 XR users to assess their awareness, concerns, and coping strategies around XR data in 18 scenarios. Our findings demonstrate that many factors, such as data types and sensitivity, affect users’ perceptions of privacy in XR. However, users’ limited awareness of XR sensors’ granular data collection capabilities, such as involuntary body signals of emotional responses, restricted the range of privacy-protective strategies they used. Our results highlight a need to enhance users’ awareness of data privacy threats in XR, design privacy-choice interfaces tailored to XR environments, and develop transparent XR data practices.
Hilda Hadan, Derrick M. Wang, Lennart E. Nacke, Leah Zhang-Kennedy
CHI3
2024 Born to Run, Programmed to Play: Mapping the Extended Reality Exergames Landscape
abstract
Many people struggle to exercise regularly, raising the risk of serious health-related issues. Extended reality (XR) exergames address these hurdles by combining physical exercises with enjoyable, immersive gameplay. While a growing body of research explores XR exergames, no previous review has structured this rapidly expanding research landscape. We conducted a scoping review of the current state of XR exergame research to (i) provide a structured overview, (ii) highlight trends, and (iii) uncover knowledge gaps. After identifying 1318 papers in human-computer interaction and medical databases, we ultimately included 186 papers in our analysis. We provide a quantitative and qualitative summary of XR exergame research, showing current trends and potential future considerations. Finally, we provide a taxonomy of XR exergames to help future design and methodological investigation and reporting.
Sukran Karaosmanoglu, Sebastian Cmentowski, Lennart E. Nacke, Frank Steinicke
CHI3
2024 A Literature Review and Taxonomy of In-VR Questionnaire User Interfaces
Saeed Safikhani, Lennart E. Nacke, Johanna Pirker
iLRN (1)2
2024 Comprehending the Crypto-Curious: How Investors and Inexperienced Potential Investors Perceive and Practice Cryptocurrency Trading
abstract
With the increasing popularity of cryptocurrency, many people are interested in cryptocurrency investments, but have so far hesitated. Many others have made investments without adequate preparation. To help interested investors improve their understanding of cryptocurrency and make rational investment decisions, it is important to study their concerns and motivations and to draw upon experienced investors’ experiences and practices. Therefore, we surveyed crypto investors and inexperienced potential investors interested in trading cryptocurrency (n = 395). Our results showed that extreme price volatility is the primary incentive and a substantial obstacle to market participation. Fraud risks, lack of personal funds, insufficient knowledge, and difficulty identifying credible information sources are also common barriers. Our findings highlight the need to build trustworthy exchange platforms and integrate educational features. Based on the reported concerns and experiences, we (1) identify learning components for new investors, and (2) formulate design recommendations for beginner-friendly exchange platforms.
Hilda Hadan, Leah Zhang-Kennedy, Lennart E. Nacke, Ville Mäkelä
Int. J. Hum. Comput. Interact.3
2024 Uncovering the theoretical basis of user types: An empirical analysis and critical discussion of user typologies in research on tailored gameful design
abstract
Gamification has become one of the main areas in information systems and human–computer interaction research related to users’ motivations and behaviors. Within this context, a significant research gap is the lack of understanding of how users’ characteristics, especially in terms of their preferences for gameful interaction (i.e., user typologies), moderate the effects of gamification and, furthermore, how gamification could be tailored to individual needs. Despite their prominence in classifying users, current typologies and their use in research and practice have received severe criticism regarding validity and reliability, as well as the application and interpretation of their results. Therefore, it is essential to reconsider the relationships and foundations of common user typologies and establish a sound empirical basis to critically discuss their value and limits for personalized gamification. To address this research gap, this study investigated the psychometric properties of the most popular player types within tailored gamification literature (i.e., Bartle’s player types, Yee’s motivations to play, BrainHex, and HEXAD) through a survey study (n=877) using their respective measurement instruments, followed by a correlation analysis to understand their empirical relations and an exploratory factor analysis to identify the underlying factors. The results confirm that user typologies, despite their different origins, show considerable overlap, some being consistent whereas others contradicted theoretically assumed relationships. Furthermore, we show that these four user typologies overall factor into five underlying and fundamental dimensions of Socialization, Escapism, Achievement, Reward Pursuit, and Independence, which could be considered common concepts that may essentially reflect key determinants of user motivation in gamification. Our findings imply that future research and practice in tailored gamification design should shift the focus from developing and applying ever more nuanced typologies to understanding and measuring the key underlying determinants of user motivation in gameful systems. Moreover, given the considerable interrelationships between these determinants, we also argue that researchers should favor continuous representations of users’ motivations in specific situations instead of a dichotomous operationalization of user types as static manifestations of their preferences.
Jeanine Kirchner-Krath, Maximilian Altmeyer, Linda Schürmann, Bastian Kordyaka, Benedikt Morschheuser, Ana C. T. Klock, Lennart E. Nacke, Juho Hamari, Harald F. O. von Korfleisch
Int. J. Hum. Comput. Stud.7
2024 From Motivating to Manipulative: The Use of Deceptive Design in a Game's Free-to-Play Transition
abstract
Over the last decade, the free-to-play (F2P) game business model has gained popularity in the games industry. We examine the role of deceptive design during a game's transition to F2P and its impacts on players. Our analysis focuses on game mechanics and a Reddit analysis of the Overwatch (OW) series after it transitioned to an F2P model. Our study identifies nine game mechanics that use deceptive design patterns. We also identify factors contributing to a negative gameplay experience. Business model transitions in games present possibilities for problematic practices. Our findings identify the need for game developers and publishers to balance player investments and fairness of rewards. A game's successful transition depends on maintaining fundamental components of player motivation and ensuring transparent communication. Compared to existing taxonomies in other media, games need a comprehensive classification of deceptive design. We emphasize the importance of understanding player perceptions and the impact of deceptive practices in future research.
Hilda Hadan, Sabrina A. Sgandurra, Leah Zhang-Kennedy, Lennart E. Nacke
Proc. ACM Hum. Comput. Interact.4
2024 Juicy Audio: Audio Designers' Conceptualization of the Term in Video Games
abstract
While juiciness in games has previously been explored in the context of visual embellishments, less is known about whether and how the concept is leveraged in the context of audio and sound design. In our work, we address this issue through in-depth interviews with twelve audio designers working in the games industry. Through thematic analysis and content analysis, we show that principles of juicy design also apply to audio and sound design, and that it is applied intentionally to improve player feedback and experience. On this basis, our work contributes a conceptual foundation for juicy audio in its key factors of emphasis/augmentation, cohesion/coherence, and synesthesia. We identify associated attributes and provide implications for the design of games that seek to leverage juicy audio as a means of improving player experience.
Kieran Hicks, Katja Rogers, Kathrin Maria Gerling, Lennart E. Nacke
Proc. ACM Hum. Comput. Interact.4
2024 The Jade Gateway to Exergaming: How Socio-Cultural Factors Shape Exergaming Among East Asian Older Adults
abstract
Exergaming, blending exercise and gaming, improves the physical and mental health of older adults. We currently do not fully know the factors that drive older adults to either engage in or abstain from exergaming. Large-scale studies investigating this are still scarce, particularly those studying East Asian older adults. To address this, we interviewed 64 older adults from China, Japan, and South Korea about their attitudes toward exergames. Most participants viewed exergames with a positive inquisitiveness. However, socio-cultural factors can obstruct this curiosity. Our study shows that perceptions of aging, lifestyle, the presence of support networks, and the cultural relevance of game mechanics are the crucial factors influencing their exergame engagement. Thus, we stress the value of socio-cultural sensitivity in game design and urge the HCI community to adopt more diverse design practices. We provide several design suggestions for creating more culturally approachable exergames.
Reza Hadi Mogavi, Juhyung Son, Simin Yang, Derrick M. Wang, Lydia Choong, Ahmad Yousef Alhilal, Peng Yuan Zhou, Pan Hui 0001, Lennart E. Nacke
Proc. ACM Hum. Comput. Interact.9
2024 An Umbrella Review of Reporting Quality in CHI Systematic Reviews: Guiding Questions and Best Practices for HCI
abstract
Systematic reviews (SRs) are vital to gathering and structuring knowledge, yet descriptions of their procedures are often inadequate. In human–computer interaction (HCI), SRs are still uncommon but gaining momentum, which prompted us to explore how SRs are reported at CHI—the flagship HCI conference venue. To assess the reporting quality of CHI reviews that aim for a systematic approach, we conducted an umbrella review and applied reporting guidelines for SRs (PRISMA and ENTREQ) to our corpus. We contribute the first exploration of how well SRs at CHI meet guidelines for reporting quality, showcasing strategies for improvement in reporting and conducting SRs especially in the domains of appraisal, synthesis, and documentation (i.e., protocol development). Finally, we present guiding questions for HCI researchers and practitioners for reporting SRs, as well as suggestions for best practices.
Katja Rogers, Teresa Hirzle, Sukran Karaosmanoglu, Paula T. Palomino, Ekaterina Durmanova, Seiji Isotani, Lennart E. Nacke
ACM Trans. Comput. Hum. Interact.7
2023 Never Skip Leg Day Again: Training the Lower Body with Vertical Jumps in a Virtual Reality Exergame
abstract
Virtual Reality (VR) exergames can increase engagement in and motivation for physical activities. Most VR exergames focus on the upper body because many VR setups only track the users’ heads and hands. To become a serious alternative to existing exercise programs, VR exergames must provide a balanced workout and train the lower limbs, too. To address this issue, we built a VR exergame focused on vertical jump training to explore full-body exercise applications. To create a safe and effective training, nine domain experts participated in our prototype design. Our mixed-methods study confirms that the jump-centered exercises provided a worthy challenge and positive player experience, indicating long-term retention. Based on our findings, we present five design implications to guide future work: avoid an unintended forward drift, consider technical constraints, address safety concerns in full-body VR exergames, incorporate rhythmic elements with fluent movement patterns, adapt difficulty to players’ fitness progression status.
Sebastian Cmentowski, Sukran Karaosmanoglu, Lennart E. Nacke, Frank Steinicke, Jens H. Krüger
CHI3
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
CHI4
2023 From Points to Progression: A Scoping Review of Game Elements in Gamification Research with a Content Analysis of 280 Research Papers
abstract
We lack a shared and detailed understanding in gamification of what game elements are. To address this, we provide a scoping review of the last five years of gamification research, focusing primarily on how game elements have been applied and characterized. We retrieved the definitions of game elements from 280 research papers, conducted a content analysis, and identified their features. On the basis of this information, we provide responses regarding the frequently cited game elements, whether they are consistently characterized in the literature, and the frequently stated features of these elements. Our research has identified 15 game elements in the literature, with points, badges, and leaderboards being the most prevalent. As a first step toward clear definitions, we suggest a set of properties to characterize these game elements. The results of our review contribute to the formation of a consensus among gamification scholars about the application and definition of game elements.
Stuart Hallifax, Maximilian Altmeyer, Kristina Kölln, Maria Rauschenberger, Lennart E. Nacke
Proc. ACM Hum. Comput. Interact.5
2023 Using Evolutionary Algorithms to Target Complexity Levels in Game Economies
abstract
Game economies (GEs) describe how resources in games are created, transformed, or exchanged: They underpin most games and exist in different complexities. Their complexity may directly impact player difficulty. Nevertheless, neither difficulty nor complexity adjustment has been explored for GEs. Moreover, there is a lack of knowledge about complexity in GEs, how to define or assess it, and how it can be employed by automated adjustment approaches in game development to target specific complexity. We present a proof-of-concept for using evolutionary algorithms to craft targeted complexity graphs to model GEs. In a technical evaluation, we tested our first working definition of complexity in GEs. We then evaluated player-perceived complexity in a city-building game prototype through a user study and confirmed the generated GEs' complexity in an online survey. Our approach toward reliably creating GEs of specific complexity can facilitate game development and player testing but also inform and ground research on player perception of GE complexity.
Katja Rogers, Vincent Le Claire, Julian Frommel, Regan L. Mandryk, Lennart E. Nacke
IEEE Trans. Games5
2022 Here Comes No Boom! The Lack of Sound Feedback Effects on Performance and User Experience in a Gamified Image Classification Task
abstract
Sound effects (SFX) complement the visual feedback provided by gamification elements in gamified systems. However, the impact of SFX has not been systematically studied. To bridge this gap, we investigate the effects of SFX—supplementing points (as a gamification element)—on task performance and user experience in a gamified image classification task. We created 18 SFX, studied their impact on perceived valence and arousal (N = 49) and selected four suitable SFX to be used in a between-participants user study (N = 317). Our findings show that neither task performance, affect, immersion, nor enjoyment were significantly affected by the sounds. Only the pressure/tension factor differed significantly, indicating that low valence sounds should be avoided to accompany point rewards. Overall, our results suggest that SFX seem to have less impact than expected in gamified systems. Hence, using SFX in gamification should be a more informed choice and should receive more attention in gamification research.
Maximilian Altmeyer, Vladislav Hnatovskiy, Katja Rogers, Pascal Lessel, Lennart E. Nacke
CHI5
2022 "I Don't Want To Shoot The Android": Players Translate Real-Life Moral Intuitions to In-Game Decisions in Detroit: Become Human
abstract
In interactive story games, players make decisions that advance and modify the unfolding story. In many cases, these decisions have a moral component. Examining decision-making in these games illuminates whether players mobilize their real-life morality to make in-game decisions and what impact this has in both the game world and real life. Using mixed-methods consisting of semi-structured interviews and the Moral Foundations Questionnaire (MFQ30), we collected data from 19 participants who played the game Detroit: Become Human. We analyzed how participants applied their real-life morals toward in-game decisions using thematic analysis and statistical analysis of the MFQ30 results. Qualitative findings indicate that participants mobilize their moral intuitions to make in-game decisions and how much participants cared about their game characters influenced their choices. We contribute a better understanding of how players react to moral dilemmas in interactive story games for game designers to help them improve player experience.
Karina Arrambide, John Yoon, Cayley MacArthur, Katja Rogers, Alessandra Luz, Lennart E. Nacke
CHI6
2022 Much Realistic, Such Wow! A Systematic Literature Review of Realism in Digital Games
abstract
Researchers reference realism in digital games without sufficient specificity. Without clarity about the dimensions of realism, we cannot assess how and when to aim for a higher degree of realism, when lower realism suffices, or when purposeful unrealism is ideal for a game and can benefit player experience (PX). To address this conceptual gap, we conducted a systematic review using thematic synthesis to distinguish between types of realism currently found in the digital games literature. We contribute qualitative themes that showcase contradictory design goals of realism/unrealism. From these themes, we created a framework (i.e., a hierarchical taxonomy and mapping) of realism dimensions in digital games as a conceptual foundation. Our themes and framework enable a workable specificity for designing or analyzing types of realism, equip future work to explore effects of specific realism types on PX, and offer a starting point for similar efforts in non-game applications.
Katja Rogers, Sukran Karaosmanoglu, Maximilian Altmeyer, Ally Suarez, Lennart E. Nacke
CHI5
2022 Empirical Evidence on Gamification and Learning Analytics (GaLA): What is Missing?
abstract
The growing adoption of learning analytics (LA) approaches and data mining (DM) techniques using educational gamification data sets is reflected in increased publications on this topic. However, with different gamified contexts and a variety of LA methods available, no comprehensive review summarized the obtained findings. Therefore, this research aims to identify studies’ characteristics, objectives, and methods used in gamification learning analytics (GaLA) research. To identify these, this study comprehensively reviewed the literature of 24 studies selected from an initial pool of 221 search results. The findings show that GaLA methods can be categorized into: visualization, data mining, social network analysis (SNA), statistics, and correlations. In conclusion, GaLA is defined as a data-driven approach using various methods of data analysis and mining techniques in gamified contexts for collecting, analyzing, and reporting data to assess or enhance the gameful experience, understand student behaviour, and improve learning outcomes.
Ahmed Hosny Saleh Metwally, Ahmed Tlili, Ahmed Mohamed Fahmy Yousef, Ronghuai Huang, Lennart E. Nacke
ICALT5
2022 PACMHCI V6, CHI PLAY, October 2022 Editorial
abstract
No abstract available.
Guo Freeman, Scott Bateman, Lennart E. Nacke, Regan L. Mandryk
Proc. ACM Hum. Comput. Interact.3
2022 LightPlay: Using an External Ambient Lighting Strip for Video Game Indicators
abstract
Visual indicators provide important in-game information, but displaying them on screen consumes space and increases clutter. In addition, the option to increase indicator brightness above levels possible in standard monitors can substantially improve accessibility. To address both aspects, we developed an ambient lighting system for video game indicators using an LED strip attached around the back border of a monitor. A controlled study compares the speed, error rate, and perceived workload of this approach with an on-screen baseline method. Results show that ambient lights can capture attention 17.5% faster compared to on-screen indicators, and ambient lights performed at least as well as on-screen across all other metrics. Our work provides empirical evidence that ambient lights can be an adequate replacement for on-screen methods when displaying indicators in games, allowing people to reclaim screen real estate and adjust brightness for accessibility, without sacrificing performance.
Kin Pon Fung, Katja Rogers, Stuart Hallifax, Gabrielle S. Woodside, Daniel Vogel 0001, Lennart E. Nacke
Proc. ACM Hum. Comput. Interact.6
2022 miniPXI: Development and Validation of an Eleven-Item Measure of the Player Experience Inventory
abstract
Questionnaires are vital in games user research (GUR) to assess player experience (PX). However, having too many questions in surveys prevents wider uptake among GUR professionals because of games' rapid production cycles. To address this issue, we present the miniPXI---an eleven-item measure of the popular Player Experience Inventory (PXI)---providing single items for each of its eleven constructs. To develop the scale and examine its reliability and validity, we present three studies, conducted with 15 experts and 628 digital game players across continents. In the first survey study (n=366, 15 experts), single items were selected. In a second survey study (n=232), we explored reliability and validity of the single-item scale. Participants completed both full and single-item (SI) variants in three days. In the last study (n=30), we established the validity and sensitivity via an experimental evaluation of two games. The results are nuanced; SI reliability estimates for PXI constructs range from .51 to .83 with an average of .68, we could confirm the validity for nine constructs. We conclude that the miniPXI can be a valuable tool for PX evaluations where a longer measure is not feasible, and provide practical considerations for its use.
Aqeel Haider, Casper Harteveld, Daniel Johnson 0001, Max Birk, Regan L. Mandryk, Magy Seif El-Nasr, Lennart E. Nacke, Kathrin Maria Gerling, Vero Vanden Abeele
Proc. ACM Hum. Comput. Interact.7
2022 Communication Sequences Indicate Team Cohesion: A Mixed-Methods Study of Ad Hoc League of Legends Teams
abstract
Team cohesion is a widely known predictor of performance and collaborative satisfaction. However, how it develops and can be assessed, especially in fast-paced ad hoc dynamic teams, remains unclear. An unobtrusive and objective behavioural measure of cohesion would help identify determinants of cohesion in these teams. We investigated team communication as a potential measure in a mixed-methods study with 48 teams (n=135) in the digital game League of Legends. We first established that cohesion shows similar performance and satisfaction in League of Legends. teams as in non-game teams and confirmed a positive relationship between communication word frequency and cohesion. Further, we conducted an in-depth exploratory qualitative analysis of the communication sequences in a high-cohesion and a low-cohesion team. High cohesion is associated with sequences of apology->encouragement, suggestion->agree/acknowledge, answer->answer, and answer->question, while low-cohesion is associated with sequences of opinion/analysis->opinion/analysis, disagree->disagree, command->disagree, and frustration->frustration. Our findings also show that cohesion is important to team satisfaction independently of the match outcomes. We highlight that communication sequences are more useful than frequencies to determine team cohesion via player interactions.
Evelyn T. S. Tan, Katja Rogers, Lennart E. Nacke, Anders Drachen, Alex R. Wade
Proc. ACM Hum. Comput. Interact.3
2021 Feels like Team Spirit: Biometric and Strategic Interdependence in Asymmetric Multiplayer VR Games
abstract
Virtual reality (VR) multiplayer games increasingly use asymmetry (e.g., differences in a person’s capability or the user interface) and resulting interdependence between players to create engagement even when one player has no access to a head-mounted display (HMD). Previous work shows this enhances player experience (PX). Until now, it remains unclear whether and how an asymmetric game design with interdependences creates comparably enjoyable PX for both an HMD and a non-HMD player. In this work, we designed and implemented an asymmetric VR game (different in its user interface) with two types of interdependence: strategic (difference in game information/player capability) and biometric (difference in player’s biometric influence). Our mixed-methods user study (N=30) shows that asymmetries positively impact PX for both player roles, that interdependence strongly affects players’ perception of agency, and that biometric feedback—while subjective—is a valuable game mechanic.
Sukran Karaosmanoglu, Katja Rogers, Dennis Wolf 0002, Enrico Rukzio, Frank Steinicke, Lennart E. Nacke
CHI6
2021 Better, Funner, Stronger: A Gameful Approach to Nudge People into Making Less Predictable Graphical Password Choices
abstract
Graphical user authentication (GUA) is a common alternative to text-based user authentication, where people are required to draw graphical passwords on background images. Such schemes are theoretically considered remarkably secure because they offer a large password space. However, people tend to create their passwords on salient image areas introducing high password predictability. Aiming to help people use the password space more effectively, we propose a gameful password creation process. In this paper, we present GamePass, a gamified mechanism that integrates the GUA password creation process. We provide the first evidence that it is possible to nudge people towards better password choices by gamifying the process. GamePass randomly guides participants’ attention to areas other than the salient areas of authentication images, makes the password creation process more fun, and people are more engaged. Gamifying the password creation process enables users to interact better and make less predictable graphical password choices instead of being forced to use a strict password policy.
George E. Raptis, Christina P. Katsini, Andrew Jian-lan Cen, Nalin Arachchilage, Lennart E. Nacke
CHI5
2021 On Social Contagion in Gamification: The Power of Influencers in a Location-Based Gameful System
abstract
Social connections shape our behaviour because of peer pressure and social contagion. This phenomenon is amplified in online networks by particularly influential individuals: influencers. Although this concept originated in social media, recent research shows how influencers can also exist in games and affect players' long-term retention. Prolonged retention caused by influencers could benefit gameful systems, especially if the system's goal is positive behavioural change. Retention is desirable because it can aid in internalizing new habits. Therefore, we investigated retention influencers' presence within a location-based persuasive gamified system (Play&Go) and their influence on other behaviours (i.e., the pursuit of a gamification goal), via social network analysis techniques. Results show how retention influencers exist in Play&Go and how studying different influence types (which push the systems' goals) may lead to different influencer groups. Our findings emphasize the importance of social mechanics in location-based gamification and discuss the value of understanding a player community to improve game design.
Enrica Loria, Lennart E. Nacke, Annapaola Marconi
Proc. ACM Hum. Comput. Interact.2
2021 Investigating the Effects of Individual Cognitive Styles on Collaborative Gameplay
abstract
In multiplayer collaborative games, players need to coordinate their actions and synchronize their efforts effectively to succeed as a team; thus, individual differences can impact teamwork and gameplay. This article investigates the effects of cognitive styles on teams engaged in collaborative gaming activities. Fifty-four individuals took part in a mixed-methods user study; they were classified as field-dependent (FD) or independent (FI) based on a field-dependent–independent (FD-I) cognitive-style-elicitation instrument. Three groups of teams were formed, based on the cognitive style of each team member: FD-FD, FD-FI, and FI-FI. We examined collaborative gameplay in terms of team performance, cognitive load, communication, and player experience. The analysis revealed that FD-I cognitive style affected the performance and mental load of teams. We expect the findings to provide useful insights on understanding how cognitive styles influence collaborative gameplay.
Sultan A. Alharthi, George E. Raptis, Christina P. Katsini, Igor Dolgov, Lennart E. Nacke, Phoebe O. Toups Dugas
ACM Trans. Comput. Hum. Interact.5
2020 Food Literacy while Shopping: Motivating Informed Food Purchasing Behaviour with a Situated Gameful App
abstract
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. However, HCI research has emphasized calorie control and weight loss, potentially leading consumers to prioritize caloric intake over healthy eating patterns. To support healthy eating more holistically, we designed a gameful app called Pirate Bri's Grocery Adventure (PBGA) that seeks to improve food literacy—meaning the interconnected combination of food-related knowledge, skills, and behaviours that empower an individual to make informed food choices— through a situated approach to grocery shopping. Findings from our three-week field study revealed that PBGA was effective for improving players' nutrition knowledge and motivation for healthier food choices and reducing their impulse purchases. Our findings highlight that nutrition apps should promote planning and shopping based on balance, variety, and moderation.
Marcela C. C. Bomfim, Sharon I. Kirkpatrick, Lennart E. Nacke, James R. Wallace
CHI3
2020 Keep Calm and Ride Along: Passenger Comfort and Anxiety as Physiological Responses to Autonomous Driving Styles
abstract
Autonomous vehicles have been rapidly progressing towards full autonomy using fixed driving styles, which may differ from individual passenger preferences. Violating these preferences may lead to passenger discomfort or anxiety. We studied passenger responses to different driving style parameters in a physical autonomous vehicle. We collected galvanic skin response, heart rate, and eye-movement patterns from 20 participants, along with self-reported comfort and anxiety scores. Our results show that the presence and proximity of a lead vehicle not only raised the level of all measured physiological responses, but also exaggerated the existing effect of the longitudinal acceleration and jerk parameters. Skin response was also found to be a significant predictor of passenger comfort and anxiety. By using multiple independent events to isolate different driving style parameters, we demonstrate a method to control and analyze such parameters in future studies.
Nicole Dillen, Marko Ilievski, Edith Law, Lennart E. Nacke, Krzysztof Czarnecki 0001, Oliver Schneider 0006
CHI4
2020 Personal Space in Play: Physical and Digital Boundaries in Large-Display Cooperative and Competitive Games
abstract
As multi-touch displays grow in size and shrink in price, they are more commonly used as gaming devices. When co-located users play games on a single, large display, establishing and maintaining their physical and digital territories poses a social challenge to their interaction. To gain insight into the mechanisms of establishing and maintaining users' physical and digital territories, we analyze territorial interactions in cooperative and competitive multiplayer gameplay. Participants reported weighing each game interaction based on perceived intent to determine how socially acceptable they deemed each behaviour. In light of our observations, we contribute and discuss implications for the design of multi-user, large display, co-located, touchscreen games that consider display properties, digital and physical space, permeability of boundaries, and asymmetry of play to create interactions between players.
Rina R. Wehbe, Terence Dickson, Anastasia Kuzminykh, Lennart E. Nacke, Edward Lank
CHI4
2020 Development and validation of the player experience inventory: A scale to measure player experiences at the level of functional and psychosocial consequences
abstract
Games User Research (GUR) focuses on measuring, analysing and understanding player experiences to optimise game designs. Hence, GUR experts aim to understand how specific game design choices are experienced by players, and how these lead to specific emotional responses. An instrument, providing such actionable insight into player experience, specifically designed by and for GUR was thus far lacking. To address this gap, the Player Experience Inventory (PXI) was developed, drawing on Means-End theory and measuring player experience both at the level of Functional Consequences, (i.e., the immediate experiences as a direct result of game design choices, such as audiovisual appeal or ease-of-control) and at the level of Psychosocial Consequences, (i.e., the second-order emotional experiences, such as immersion or mastery). Initial construct and item development was conducted in two iterations with 64 GUR experts. Next, the scale was validated and evaluated over five studies and populations, totalling 529 participants. Results support the theorized structure of the scale and provide evidence for both discriminant and convergent validity. Results also show that the scale performs well over different sample sizes and studies, supporting configural invariance. Hence, the PXI provides a reliable and theoretically sound tool for researchers to measure player experience and investigate how game design choices are linked to emotional responses.
Vero Vanden Abeele, Katta Spiel, Lennart E. Nacke, Daniel Johnson 0001, Kathrin Maria Gerling
Int. J. Hum. Comput. Stud.3
2019 Biologically-Inspired Gameplay: Movement Algorithms for Artificially Intelligent (AI) Non-Player Characters (NPC)
Rina R. Wehbe, Giovanni Riberio, Kin Pon Fung, Lennart E. Nacke, Edward Lank
Graphics Interface4
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)5
2019 Older Adults' Physical Activity and Exergames: A Systematic Review
abstract
Exertion games, also referred to as exergames, have become popular because they combine physical activity (PA) with game mechanics, such as actions, challenges, and achievements. Exergames have been also used to encourage PA among older adults, as technological interventions to help achieve the latters’ health and wellness goals and as aids to rehabilitation. To the best of our knowledge, no systematic review of empirical studies on exergaming and older adults’ PA has been reported in the literature. Our review indicates that exergames make a measurable contribution to the improvement of health and wellness goals of older adults. Our systematic review identifies 9 categories and 19 themes of exergame applications in the domain of older adults’ PA. We aggregate these categories and themes into three broader exergaming clusters, of “training,” “rehabilitation,” and “wellness.” Additionally, we outline pathways for future empirical research into applying exergames as health and wellness interventions for older adults through physical activities.
Dennis L. Kappen, Pejman Mirza-Babaei, Lennart E. Nacke
Int. J. Hum. Comput. Interact.3
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.6
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.4
2018 Investigating the Impact of Annotation Interfaces on Player Performance in Distributed Multiplayer Games
abstract
In distributed multiplayer games, it can be difficult to communicate strategic information for planning game moves and player interactions. Often, players spend extra time communicating, reducing their engagement in the game. Visual annotations in game maps and in the gameworld can address this problem and result in more efficient player communication. We studied the impact of real-time feedback on planning annotations, specifically two different annotation types, in a custom-built, third-person, multiplayer game and analyzed their effects on player performance, experience, workload, and annotation use. We found that annotations helped engage players in collaborative planning, which reduced frustration, and shortened goal completion times. Based on these findings, we discuss how annotating in virtual game spaces enables collaborative planning and improves team performance.
Sultan A. Alharthi, Ruth C. Torres, Ahmed S. Khalaf, Phoebe O. Toups Dugas, Igor Dolgov, Lennart E. Nacke
CHI6
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
CHI3
2018 KickAR: Exploring Game Balancing Through Boosts and Handicaps in Augmented Reality Table Football
abstract
When player skill levels are not matched, games provide an unsatisfying player experience. Player balancing is used across many digital game genres to address this, but has not been studied for co-located augmented reality (AR) tabletop games, where using boosts and handicaps can adjust for different player skill levels. In the setting of an AR table football game, we studied the importance of game balancing being triggered by the game system or the players, and whether player skill should be required to trigger game balancing. We implemented projected icons to prominently display game balancing mechanics in the AR table football game. In a within-subjects study (N=24), we found players prefer skill-based control over game balancing and that different triggers are perceived as having different fairness. Further, the study showed that even game balancing that is perceived as unfair can provide enjoyable game experiences. Based on our findings, we provide suggestions for player balancing in AR tabletop games.
Katja Rogers, Mark Colley, David Lehr, Julian Frommel, Marcel Walch, Lennart E. Nacke, Michael Weber 0001
CHI6
2018 Vanishing Importance: Studying Immersive Effects of Game Audio Perception on Player Experiences in Virtual Reality
abstract
Sound and virtual reality (VR) are two important output modalities for creating an immersive player experience (PX). While prior research suggests that sounds might contribute to a more immersive experience in games played on screens and mobile displays, there is not yet evidence of these effects of sound on PX in VR. To address this, we conducted a within-subjects experiment using a commercial horror-adventure game to study the effects of a VR and monitor-display version of the same game on PX. Subsequently, we explored, in a between-subjects study, the effects of audio dimensionality on PX in VR. Results indicate that audio has a more implicit influence on PX in VR because of the impact of the overall sensory experience and that audio dimensionality in VR may not be a significant factor contributing to PX. Based on our findings and observations, we provide five design guidelines for VR games.
Katja Rogers, Giovanni Ribeiro, Rina R. Wehbe, Michael Weber 0001, Lennart E. Nacke
CHI5
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
EDUCON3
2018 Towards the Visual Design of Non-Player Characters for Narrative Roles
Katja Rogers, Maria Aufheimer, Michael Weber 0001, Lennart E. Nacke
Graphics Interface4
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.6
2017 Left Them 4 Dead: Perception of Humans versus Non-Player Character Teammates in Cooperative Gameplay
abstract
Why do we care if our teammates are not human? This study seeks to uncover whether or not the perception of other players as human or artificial entities can influence player experience. We use both deception and a between-participants blind study design to reduce bias in our experiment. Our qualitative results show that people do care about the perceived nature of other players, even though they are not always able to correctly identify them as human or as non-player character teammates. Interview data suggest believing that one is playing with other humans can positively affect a player's subjective experience. Furthermore, our qualitative results indicate that players view their non-player character teammates as humanized entities, but adopt a neo-feudalistic (i.e., an unequal rights) view of them. Based on our results, we establish game design guide- lines for non-player character teammates leading to stronger, emotional human-computer relationships in video games.
Rina R. Wehbe, Edward Lank, Lennart E. Nacke
Conference on Designing Interactive Systems3
2017 Towards Personality-driven Persuasive Health Games and Gamified Systems
abstract
Persuasive games and gamified systems are effective tools for motivating behavior change using various persuasive strategies. Research has shown that tailoring these systems can increase their efficacy. However, there is little knowledge on how game-based persuasive systems can be tailored to individuals of various personality traits. To advance research in this area, we conducted a large-scale study of 660 participants to investigate how different personalities respond to various persuasive strategies that are used in persuasive health games and gamified systems. Our results reveal that people's personality traits play a significant role in the perceived persuasiveness of different strategies. Conscientious people tend to be motivated by goal setting, simulation, self-monitoring and feedback; people who are more open to experience are more likely to be demotivated by rewards, competition, comparison, and cooperation. We contribute to the CHI community by offering design guidelines for tailoring persuasive games and gamified designs to a particular group of personalities.
Rita Orji, Lennart E. Nacke, Chrysanne Di Marco
CHI2
2017 Testing Incremental Difficulty Design in Platformer Games
abstract
Designing difficulty levels in platformer games is a challenge for game designers. It is important because design decisions that affect difficulty also directly affect player experience. Consequently, design strategies for balancing game difficulty are discussed by both academics and game designers. In this paper, we study how manipulating the following design decisions, commonly found in platformers, moderates difficulty: Scroll Speed, Target Size, Jump Task Complexity, and Perspective. Results for Scroll Speed and Target Size indicate that errors increase as speed increases and platform size decreases. However, results for jump task complexity demonstrate a separation of errors from task complexity. Specifically, while double-jump tasks are harder than single-jump tasks, triple-jump tasks appear to be as difficult as double-jump tasks. Additionally, the study demonstrates how changes in perspective affect the errors made by players in gameplay. The study results are applicable both to automatic level generation and dynamic difficulty adjustment in platformer games.
Rina R. Wehbe, Elisa D. Mekler, Mike Schaekermann, Edward Lank, Lennart E. Nacke
CHI5
2017 GazeTap: towards hands-free interaction in the operating room
abstract
During minimally-invasive interventions, physicians need to interact with medical image data, which cannot be done while the hands are occupied. To address this challenge, we propose two interaction techniques which use gaze and foot as input modalities for hands-free interaction. To investigate the feasibility of these techniques, we created a setup consisting of a mobile eye-tracking device, a tactile floor, two laptops, and the large screen of an angiography suite. We conducted a user study to evaluate how to navigate medical images without the need for hand interaction. Both multimodal approaches, as well as a foot-only interaction technique, were compared regarding task completion time and subjective workload. The results revealed comparable performance of all methods. Selection is accomplished faster via gaze than with a foot only approach, but gaze and foot easily interfere when used at the same time. This paper contributes to HCI by providing techniques and evaluation results for combined gaze and foot interaction when standing. Our method may enable more effective computer interactions in the operating room, resulting in a more beneficial use of medical information.
Benjamin Hatscher, Maria Luz, Lennart E. Nacke, Norbert Elkmann, Veit Müller, Christian Hansen 0001
ICMI3
2016 Investigating the Impact of Cooperative Communication Mechanics on Player Performance in Portal 2
Deepika Vaddi, Phoebe O. Toups Dugas, Igor Dolgov, Rina R. Wehbe, Lennart E. Nacke
Graphics Interface5
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
ISS3
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
ISS4
2015 All about that Base: Differing Player Experiences in Video Game Genres and the Unique Case of MOBA Games
abstract
Video games provide unique interactive player experiences (PX) often categorised into different genres. Prior research has looked at different game genres, but rarely through a PX lens. Especially, PX in the emerging area of massive online battle arena (MOBA) games is not well understood by researchers in the field. We address this knowledge gap by presenting a PX study of different game genres, which we followed up with a second semi-structured interview study about PX in MOBA games. Among the results of our analyses are that games that are likely played with other players, such as MOBA games, stimulate less immersion and presence for players. Additionally, while challenge and frustration are significantly higher in this genre, players get a sense of satisfaction from teamwork, competition and mastery of complex gameplay interactions. Our study is the first to contribute a comprehensive insight into key motivators of MOBA players and how PX in this genre is different from other genres.
Daniel Johnson 0001, Lennart E. Nacke, Peta Wyeth
CHI2
2015 Modelling human emotion in interactive environments: Physiological ensemble and grounded approaches for synthetic agents
abstract
With the rising research in emotionally believable agents, several advances in agent technology have been made, ranging from interactive virtual agents to emotional mechanism simulations and emotional agent architectures. However, creating an emotionally believable agent capable of emotional though t is still largely out of reach. It has been proposed that being able to accurately model human emotion would allow agents to mimic human behaviour while these models are studied to create more accurate theoretical models. In light of these challenges, we present a general method for human emotional state modelling in interactive environments. The proposed method employs a three-layered classification process to model the arousal and valence (i.e., hedonic) emotional components, based on four selected psychophysiological metrics. Additionally, we also developed a simplified version of our system for use in real-time systems and low-fidelity applications. The modelled emotional states by both approaches compared favourably with a manual approach following the current best practices reported in the literature while also improving on its predictive ability. The obtained results indicate we are able to accurately predict human emotional states, both in offline and online scenarios with varying levels of granularity; thus, providing a transversal method for modelling and reproducing human emotional profiles.
Pedro Alves Nogueira, Rui Rodrigues 0001, Eugénio Oliveira, Lennart E. Nacke
Web Intell.4
2013 How does it play better?: exploring user testing and biometric storyboards in games user research
abstract
Improving game design is a hard task. Few methods are available in games user research (GUR) to test formally how game designs work for players. In particular, the usefulness of user tests (UTs) for game designers has not been fully studied in the CHI community. We propose a novel GUR method called Biometric Storyboards (BioSt) and present a study demonstrating how a Classic UT and a BioSt UT both help designers create a better gameplay experience. In addition, we show that BioSt can help designers deliver significantly better visuals, more fun, and higher gameplay quality than designing without UTs and that classic UTs do not provide this significant advantage. Our interviews support the idea that BioSt provides more nuanced game design improvement. The design implication is that a game designed with the BioSt method will result in high gameplay quality.
Pejman Mirza-Babaei, Lennart E. Nacke, John Gregory, Nick Collins, Geraldine Fitzpatrick
CHI2
2013 An Introduction to EEG Analysis Techniques and Brain-Computer Interfaces for Games User Researchers
Rina R. Wehbe, Lennart E. Nacke
DiGRA Conference2
2013 The Effect of Sound on Visual Fidelity Perception in Stereoscopic 3-D
abstract
Visual and auditory cues are important facilitators of user engagement in virtual environments and video games. Prior research supports the notion that our perception of visual fidelity (quality) is influenced by auditory stimuli. Understanding exactly how our perception of visual fidelity changes in the presence of multimodal stimuli can potentially impact the design of virtual environments, thus creating more engaging virtual worlds and scenarios. Stereoscopic 3-D display technology provides the users with additional visual information (depth into and out of the screen plane). There have been relatively few studies that have investigated the impact that auditory stimuli have on our perception of visual fidelity in the presence of stereoscopic 3-D. Building on previous work, we examine the effect of auditory stimuli on our perception of visual fidelity within a stereoscopic 3-D environment.
Bill Kapralos, Andrew Hogue, Karen Collins, Lennart E. Nacke, Sayra Cristancho, Cristina Conati, Adam Dubrowski
IEEE Trans. Cybern.5
2012 Full-body motion-based game interaction for older adults
abstract
Older adults in nursing homes often lead sedentary lifestyles, which reduces their life expectancy. Full-body motion-control games provide an opportunity for these adults to remain active and engaged; these games are not designed with age-related impairments in mind, which prevents the games from being leveraged to increase the activity levels of older adults. In this paper, we present two studies aimed at developing game design guidelines for full-body motion controls for older adults experiencing age-related changes and impairments. Our studies also demonstrate how full-body motion-control games can accommodate a variety of user abilities, have a positive effect on mood and, by extension, the emotional well-being of older adults. Based on our studies, we present seven guidelines for the design of full-body interaction in games. The guidelines are designed to foster safe physical activity among older adults, thereby increasing their quality of life.
Kathrin Maria Gerling, Ian J. Livingston, Lennart E. Nacke, Regan L. Mandryk
CHI3
2012 "I'm just here to play games": social dynamics and sociality in an online game site
abstract
There are many web sites that allow people to play board or card games against other human players. These sites offer tools and opportunities for social interaction, but little is known about how people really interact on these sites. To learn more about social dynamics on game sites, we analysed three months of log files from a large site to explore three themes: permanence (whether people formed a long-term association with the site); social interaction (in terms of shared activity and verbal communication); and formation of ties (whether people made contacts with others). Our analyses showed that while the site seems very social when we consider gameplay, the population was highly transient, and people talked very little. To explain these behaviours, we suggest that games and game-based activity should be considered as a legitimate form of human interaction. Our analysis provides new information and new ways of thinking about how game environments can be designed to support many kinds of sociability.
Lennart E. Nacke, Gregor McEwan, Carl Gutwin, Regan L. Mandryk
CSCW1
2011 Biofeedback game design: using direct and indirect physiological control to enhance game interaction
abstract
Prior work on physiological game interaction has focused on dynamically adapting games using physiological sensors. In this paper, we propose a classification of direct and indirect physiological sensor input to augment traditional game control. To find out which sensors work best for which game mechanics, we conducted a mixed-methods study using different sensor mappings. Our results show participants have a preference for direct physiological control in games. This has two major design implications for physiologically controlled games: (1) Direct physiological sensors should be mapped intuitively to reflect an action in the virtual world; (2) Indirect physiological input is best used as a dramatic device in games to influence features altering the game world.
Lennart E. Nacke, Michael Kalyn, Calvin Lough, Regan L. Mandryk
CHI1
2011 Player Typology in Theory and Practice
Chris Bateman, Rebecca Lowenhaupt, Lennart E. Nacke
DiGRA Conference3
2011 Influencing Experience: The Effects of Reading Game Reviews on Player Experience
Ian J. Livingston, Lennart E. Nacke, Regan L. Mandryk
ICEC2
2011 BrainHex: Preliminary Results from a Neurobiological Gamer Typology Survey
Lennart E. Nacke, Chris Bateman, Regan L. Mandryk
ICEC1
2011 Calibration games: making calibration tasks enjoyable by adding motivating game elements
abstract
Interactive systems often require calibration to ensure that input and output are optimally configured. Without calibration, user performance can degrade (e.g., if an input device is not adjusted for the user's abilities), errors can increase (e.g., if color spaces are not matched), and some interactions may not be possible (e.g., use of an eye tracker). The value of calibration is often lost, however, because many calibration processes are tedious and unenjoyable, and many users avoid them altogether. To address this problem, we propose calibration games that gather calibration data in an engaging and entertaining manner. To facilitate the creation of calibration games, we present design guidelines that map common types of calibration to core tasks, and then to well-known game mechanics. To evaluate the approach, we developed three calibration games and compared them to standard procedures. Users found the game versions significantly more enjoyable than regular calibration procedures, without compromising the quality of the data. Calibration games are a novel way to motivate users to carry out calibrations, thereby improving the performance and accuracy of many human-computer systems.
David R. Flatla, Carl Gutwin, Lennart E. Nacke, Scott Bateman, Regan L. Mandryk
UIST3
2010 3D attentional maps: aggregated gaze visualizations in three-dimensional virtual environments
abstract
Gaze visualizations hold the potential to facilitate usability studies of interactive systems. However, visual gaze analysis in three-dimensional virtual environments still lacks methods and techniques for aggregating attentional representations. We propose three novel gaze visualizations for the application in such environments: projected, object-based, and surface-based attentional maps. These techniques provide an overview of how visual attention is distributed across a scene, among different models, and across a model's surface. Two user studies conducted among eye tracking and visualization experts approve the high value of these techniques for the fast evaluation of eye tracking studies in virtual environments.
Sophie Stellmach, Lennart E. Nacke, Raimund Dachselt
AVI2
2010 Advanced gaze visualizations for three-dimensional virtual environments
abstract
Gaze visualizations represent an effective way for gaining fast insights into eye tracking data. Current approaches do not adequately support eye tracking studies for three-dimensional (3D) virtual environments. Hence, we propose a set of advanced gaze visualization techniques for supporting gaze behavior analysis in such environments. Similar to commonly used gaze visualizations for two-dimensional stimuli (e.g., images and websites), we contribute advanced 3D scan paths and 3D attentional maps. In addition, we introduce a models of interest timeline depicting viewed models, which can be used for displaying scan paths in a selected time segment. A prototype toolkit is also discussed which combines an implementation of our proposed techniques. Their potential for facilitating eye tracking studies in virtual environments was supported by a user study among eye tracking and visualization experts.
Sophie Stellmach, Lennart E. Nacke, Raimund Dachselt
ETRA2
2010 More than a feeling: Measurement of sonic user experience and psychophysiology in a first-person shooter game
abstract
The combination of psychophysiological and psychometric methods provides reliable measurements of affective user experience (UX). Understanding the nature of affective UX in interactive entertainment, especially with a focus on sonic stimuli, is an ongoing research challenge. In the empirical study reported here, participants played a fast-paced, immersive first-person shooter (FPS) game modification, in which sound (on/off) and music (on/off) were manipulated, while psychophysiological recordings of electrodermal activity (EDA) and facial muscle activity (EMG) were recorded in addition to a Game Experience Questionnaire (GEQ). Results indicate no main or interaction effects of sound or music on EMG and EDA. However, a significant main effect of sound on all GEQ dimensions (immersion, tension, competence, flow, negative affect, positive affect, and challenge) was found. In addition, an interaction effect of sound and music on GEQ dimension tension and flow indicates an important relationship of sound and music for gameplay experience. Additionally, we report the results of a correlation between GEQ dimensions and EMG/EDA activity. We conclude subjective measures could advance our understanding of sonic UX in digital games, while affective tonic (i.e., long-term psychophysiological) measures of sonic UX in digital games did not yield statistically significant results. One approach for future affective psychophysiological measures of sonic UX could be experiments investigating phasic (i.e., event-related) psychophysiological measures of sonic gameplay elements in digital games. This could improve our general understanding of sonic UX beyond affective gaming evaluation.
Lennart E. Nacke, Mark Grimshaw-Aagaard, Craig A. Lindley
Interact. Comput.1
2009 Playability and Player Experience Research [Panel Abstracts]
Lennart E. Nacke, Anders Drachen, Kai Kuikkaniemi, Jörg Niesenhaus, Hannu Korhonen, Wouter van den Hoogen, Karolien Poels, Wijnand A. IJsselsteijn, Yvonne de Kort
DiGRA Conference1