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Author

Lennart E. Nacke

Bio: Lennart E. Nacke is an academic researcher from University of Waterloo. The author has contributed to research in topics: Game design & Game mechanics. The author has an hindex of 44, co-authored 207 publications receiving 13729 citations. Previous affiliations of Lennart E. Nacke include University of Saskatchewan & Information Technology University.


Papers
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Proceedings ArticleDOI
28 Sep 2011
TL;DR: A definition of "gamification" is proposed as the use of game design elements in non-game contexts and it is suggested that "gamified" applications provide insight into novel, gameful phenomena complementary to playful phenomena.
Abstract: Recent years have seen a rapid proliferation of mass-market consumer software that takes inspiration from video games. Usually summarized as "gamification", this trend connects to a sizeable body of existing concepts and research in human-computer interaction and game studies, such as serious games, pervasive games, alternate reality games, or playful design. However, it is not clear how "gamification" relates to these, whether it denotes a novel phenomenon, and how to define it. Thus, in this paper we investigate "gamification" and the historical origins of the term in relation to precursors and similar concepts. It is suggested that "gamified" applications provide insight into novel, gameful phenomena complementary to playful phenomena. Based on our research, we propose a definition of "gamification" as the use of game design elements in non-game contexts.

5,861 citations

Proceedings ArticleDOI
07 May 2011
TL;DR: This workshop brings together practitioners and researchers to develop a shared understanding of existing approaches and findings around the gamification of information systems, and identify key synergies, opportunities, and questions for future research.
Abstract: "Gamification" is an informal umbrella term for the use of video game elements in non-gaming systems to improve user experience (UX) and user engagement. The recent introduction of 'gamified' applications to large audiences promises new additions to the existing rich and diverse research on the heuristics, design patterns and dynamics of games and the positive UX they provide. However, what is lacking for a next step forward is the integration of this precise diversity of research endeavors. Therefore, this workshop brings together practitioners and researchers to develop a shared understanding of existing approaches and findings around the gamification of information systems, and identify key synergies, opportunities, and questions for future research.

1,767 citations

Proceedings ArticleDOI
03 Nov 2008
TL;DR: The positive correlation between subjective and objective indicators of gameplay experience shows the great potential of the method presented here for providing real-time emotional profiles of gameplay that may be correlated with self-reported subjective descriptions.
Abstract: Researching experiential phenomena is a challenging undertaking, given the sheer variety of experiences that are described by gamers and missing a formal taxonomy: flow, immersion, boredom, excitement, challenge, and fun. These informal terms require scientific explanation, which amounts to providing measurable criteria for different experiential states. This paper reports the results of an experimental psychophysiological study investigating different traits of gameplay experience using subjective and objective measures. Participants played three Half-Life 2 game modifications while being measured with electroencephalography, electrocardiography, electromyography, galvanic skin response and eye tracking equipment. In addition, questionnaire responses were collected after each play session. A level designed for combat-oriented flow experience demonstrated measurable high-arousal positive affect emotions. The positive correlation between subjective and objective indicators of gameplay experience shows the great potential of the method presented here for providing real-time emotional profiles of gameplay that may be correlated with self-reported subjective descriptions.

332 citations


Cited by
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01 Jan 2016
TL;DR: The using multivariate statistics is universally compatible with any devices to read, allowing you to get the most less latency time to download any of the authors' books like this one.
Abstract: Thank you for downloading using multivariate statistics. As you may know, people have look hundreds times for their favorite novels like this using multivariate statistics, but end up in infectious downloads. Rather than reading a good book with a cup of tea in the afternoon, instead they juggled with some harmful bugs inside their laptop. using multivariate statistics is available in our digital library an online access to it is set as public so you can download it instantly. Our books collection saves in multiple locations, allowing you to get the most less latency time to download any of our books like this one. Merely said, the using multivariate statistics is universally compatible with any devices to read.

14,604 citations

Journal ArticleDOI
TL;DR: Reading a book as this basics of qualitative research grounded theory procedures and techniques and other references can enrich your life quality.

13,415 citations

Book Chapter
01 Jan 1996
TL;DR: In this article, Jacobi describes the production of space poetry in the form of a poetry collection, called Imagine, Space Poetry, Copenhagen, 1996, unpaginated and unedited.
Abstract: ‘The Production of Space’, in: Frans Jacobi, Imagine, Space Poetry, Copenhagen, 1996, unpaginated.

7,238 citations

Proceedings ArticleDOI
28 Sep 2011
TL;DR: A definition of "gamification" is proposed as the use of game design elements in non-game contexts and it is suggested that "gamified" applications provide insight into novel, gameful phenomena complementary to playful phenomena.
Abstract: Recent years have seen a rapid proliferation of mass-market consumer software that takes inspiration from video games. Usually summarized as "gamification", this trend connects to a sizeable body of existing concepts and research in human-computer interaction and game studies, such as serious games, pervasive games, alternate reality games, or playful design. However, it is not clear how "gamification" relates to these, whether it denotes a novel phenomenon, and how to define it. Thus, in this paper we investigate "gamification" and the historical origins of the term in relation to precursors and similar concepts. It is suggested that "gamified" applications provide insight into novel, gameful phenomena complementary to playful phenomena. Based on our research, we propose a definition of "gamification" as the use of game design elements in non-game contexts.

5,861 citations