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Showing papers by "Lennart E. Nacke published in 2017"


Journal ArticleDOI
TL;DR: Today, gamification is an established practice and industry segment, by some estimates poised to grow to over US$ 11 billion by 2020, as well as the growth of digital games into a dominant cultural form, complete with a whole ‘gamer generation’ socialised into them.

327 citations


Proceedings ArticleDOI
02 May 2017
TL;DR: A large-scale study of 660 participants reveals that people's personality traits play a significant role in the perceived persuasiveness of different strategies used in 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.

189 citations


Proceedings ArticleDOI
15 Oct 2017
TL;DR: This work proposes a classification of eight groups of gameful design elements produced from an exploratory factor analysis based on participants' self-reported preferences and describes the characteristics of the users who are more likely to enjoy each group of design elements in terms of their gender, age, gamification user type, and personality traits.
Abstract: Several studies have developed models to explain player preferences. These models have been developed for digital games; however, they have been frequently applied in gameful design (i.e., designing non-game applications with game elements) without empirical validation of their fit to this different context. It is not clear if users experience game elements embedded in applications similarly to how players experience them in games. Consequently, we still lack a conceptual framework of design elements built specifically for a gamification context. To fill this gap, we propose a classification of eight groups of gameful design elements produced from an exploratory factor analysis based on participants' self-reported preferences. We describe the characteristics of the users who are more likely to enjoy each group of design elements in terms of their gender, age, gamification user type, and personality traits. Our main contribution is providing an overview of which design elements work best for what demographic clusters and how we can apply this knowledge to design effective gameful systems.

109 citations


Proceedings ArticleDOI
09 Jul 2017
TL;DR: This work presents a novel general framework for personalized gameful applications using recommender systems (i.e., software tools and technologies to recommend suggestions to users that they might enjoy) by describing the different building blocks of a recommender system in a personalized gamification context.
Abstract: Gamification has been used in a variety of application domains to promote behaviour change. Nevertheless, the mechanisms behind it are still not fully understood. Recent empirical results have shown that personalized approaches can potentially achieve better results than generic approaches. However, we still lack a general framework for building personalized gameful applications. To address this gap, we present a novel general framework for personalized gameful applications using recommender systems (i.e., software tools and technologies to recommend suggestions to users that they might enjoy). This framework contributes to understanding and building effective persuasive and gameful applications by describing the different building blocks of a recommender system (users, items, and transactions) in a personalized gamification context.

60 citations


Proceedings ArticleDOI
15 Oct 2017
TL;DR: It is demonstrated that there are significant effects of gender and age on participants' preferences and this model can be used by designers to create games that are tailored to their target audience.
Abstract: Player preferences for different gaming styles or game elements has been a topic of interest in human-computer interaction for over a decade. However, current models suggested by the extant literature are generally based on classifying abstract gaming motivations or player archetypes. These concepts do not directly map onto the building blocks of games, taking away from the utility of the findings. To address this issue, we propose a conceptual framework of player preferences based on two dimensions: game elements and game playing styles. To investigate these two concepts, we conducted an exploratory empirical investigation of player preferences, which allowed us to create a taxonomy of nine groups of game elements and five groups of game playing styles. These two concepts are foundational to games, which means that our model can be used by designers to create games that are tailored to their target audience. In addition, we demonstrate that there are significant effects of gender and age on participants' preferences and discuss the implications of these findings.

43 citations


Proceedings ArticleDOI
15 Oct 2017
TL;DR: The results suggest health-related pressures are significant motivations for PA in different age groups and provide age-group-specific gamification design guidelines for incorporating motivational elements in PA technology.
Abstract: Motivational affordances are attributes of interactive technologies or game elements that promote participation in physical activity (PA) routines. Although these affordances have been previously integrated into technologies in non-tailored approaches, the motivations of adults for PA are specific (e.g., to improve one's health, wellness, or fitness). There are no previous comparisons of either the motivation to participate in PA or motivational affordances that facilitate PA in different age groups. Therefore, we conducted an online survey with 150 participants using the Exercise Motivations Inventory-2 scale (EMI-2) together with long-form questions to explore motivational affordances and PA technology preferences in four age groups. Our results suggest health-related pressures are significant motivations for PA in different age groups. Additionally, a content analysis of preferences allowed us to distinguish between gamified motivational affordances and feedback elements. These results provide age-group-specific gamification design guidelines for incorporating motivational elements in PA technology.

36 citations


Proceedings ArticleDOI
03 Nov 2017
TL;DR: This paper proposes two interaction techniques which use gaze and foot as input modalities for hands-free interaction which may enable more effective computer interactions in the operating room, resulting in a more beneficial use of medical information.
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.

34 citations


Proceedings ArticleDOI
15 Oct 2017
TL;DR: Initial results of a broader scoping review of gamification research published between 2010 and 2016 indicate that gamification was initially a field within computer science and HCI and has only recently become truly multi-disciplinary.
Abstract: Gamification has been repeatedly framed as an emerging multidisciplinary research field. However, it is unclear how multidisciplinary the field actually is. To answer this question, this paper presents initial results of a broader scoping review of gamification research published between 2010 and 2016. Close to 2,000 peer-reviewed English-language journal and conference papers were identified across 11 databases and categorized by discipline. Results indicate an explosive growth of literature peaking in 2015. Early on, Information and Computing Science dominated the field, to be overtaken by the sum of other disciplines in 2013, education, economics and tourism in specific. This indicates that gamification was initially a field within computer science and HCI and has only recently become truly multi-disciplinary.

21 citations


Proceedings ArticleDOI
10 Jun 2017
TL;DR: 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, and establish game design guide- lines for non-player character teammates leading to stronger, emotional human-computer relationships in video games.
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.

21 citations


Book ChapterDOI
09 Jul 2017
TL;DR: A new evaluation tool is developed which contextualizes users’ physiological and behavioral signals while interacting with a system and assesses the functionalities provided by the tool.
Abstract: One of the challenges associated with the use of physiological signals as an evaluation tool in measuring user experience (UX) is their reduced usefulness when they are not specifically associated with user behavior. To address this challenge, we have developed a new evaluation tool which contextualizes users’ physiological and behavioral signals while interacting with a system. We have conducted interviews with 11 UX practitioners, from various industries, to evaluate the usefulness of our tool. Through these interviews we gained a better understanding of the challenges facing industry practitioners when using physiological measures and assessed the functionalities provided by our tool.

15 citations


Proceedings ArticleDOI
15 Oct 2017
TL;DR: A curiosity measure is derived from established self-report survey methodologies relating to social capital, behavioural activation, obsessive/harmonious passion, and BrainHex player types to infer curiosity-related motivational profiles from behaviour metrics, and discusses how this may impact game design and player-computer interaction.
Abstract: Identifying player motivations such as curiosity could help game designers analyze player profiles and substantially improve game design. However, research on player profiling focuses on generalized personality traits, not specific aspects of motivation. This study examines how player behaviour indicates constructs of curiosity-related motivation. It contributes a more discriminating operationalization of game-related curiosity. We derive a curiosity measure from established self-report survey methodologies relating to social capital, behavioural activation, obsessive/harmonious passion, and BrainHex player types. We present the results of a cross-sectional study with data from 1,745 players of Destiny--a popular shared-world first-person shooter (FPS) game. Behaviour metrics were paired with four curiosity factors: 'social' curiosity, 'sensory/cognitive' curiosity, 'novelty-seeking' curiosity, and 'explorative' curiosity. Our findings provide key insights into the relationships between players curiosity and their in-game behaviour. We infer curiosity-related motivational profiles from behaviour metrics, and discuss how this may impact game design and player-computer interaction.

Proceedings ArticleDOI
02 May 2017
TL;DR: This paper studies how manipulating the following design decisions, commonly found in platformers, moderates difficulty: Scroll Speed, Target Size, Jump Task Complexity, and Perspective.
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.

Journal ArticleDOI
TL;DR: Video games inspire new tools for creating engaging user experiences that improve the quality of user experiences and increase the likelihood of retention and adoption.
Abstract: Video games inspire new tools for creating engaging user experiences.

Proceedings ArticleDOI
15 Oct 2017
TL;DR: This full-day Workshop aims to form a community, discuss theoretical and practical considerations, and promote the development of research projects focused on "Positive Gaming" -- the use of gamification and games as tools for realizing Positive Computing objectives.
Abstract: Gamification and games have been used and studied in a variety of applications related with health and wellbeing. Nevertheless, there are very few studies aimed at designing games (whether serious games or recreational games) or gameful applications for improving wellbeing or flourishing -- the pursuit of a happy and meaningful life, rather than the avoidance of illness. Therefore, this full-day Workshop aims to form a community, discuss theoretical and practical considerations, and promote the development of research projects focused on "Positive Gaming" -- the use of gamification and games as tools for realizing Positive Computing objectives. This will create the opportunities for interested researchers to form a common understanding, develop methods and procedures, and establish a roadmap for future research in Positive Gaming.

01 Jan 2017
TL;DR: The potential of games to act as a tool for relaxation and stress reduction for the general public and the role of players’ exposure to background music in games toward leveraging this effect is explored.
Abstract: Music listening has long-standing ties to mental health, positive affective states, and wellbeing. Even outside of clinical contexts, music is increasingly being explored as a costeffective, ubiquitous way to support emotion regulation and stress reduction in people’s everyday lives. Games have also been shown to have the capability to improve player well-being in certain contexts. However, the role of players’ exposure to background music in games toward leveraging this effect has not been explored specifically. We explore the potential of games to act as a tool for relaxation and stress reduction for the general public and discuss future research directions. ACM Classification

Proceedings ArticleDOI
06 May 2017
TL;DR: This course pro-vides hands-on advice on how to write papers with clarity, substance, and style and how to structure reviews that are helpful and focused on enhancing someone's research.
Abstract: Everything that we do as researchers is based on what we write. Especially for graduate students and young researchers, it is hard to turn a research project into a successful CHI publication. This struggle continues for postdocs and young professors trying to provide excel-lent reviews for the CHI community that pinpoint flaws and improvements in research papers. This course pro-vides hands-on advice on how to write papers with clar-ity, substance, and style and how to structure reviews that are helpful and focused on enhancing someone's research. It is structured into two 80-minute units with a focus on writing and reviewing respectively.

01 Jan 2017
TL;DR: It is a call for future research to integrate and test technologically facilitated positive psychology interventions with gamification elements to better understand how to minimize harm and promote user benefits.
Abstract: Research can help improve the lives of employees by revealing ways in which technology can be leveraged to progress innovative, time and cost-effective ways to promote their wellbeing. However, even with the trends of building “positive organizations” and promoting employees’ wellbeing using the latest technologies in today’s best companies worldwide, there has been a lack of rigorous research to provide solid evidence for these decisions. In this review, we present a call for future research to integrate and test technologically facilitated positive psychology interventions with gamification elements to better understand how to minimize harm and promote user benefits. We review the current online positive psychology intervention research, which we argue provides a critical guide for the development of future wellbeing technology. We also explore how gamification shows promise for promoting the benefits of positive psychology interventions (e.g., user enjoyment, autonomous motivation), as well as areas where gamification can pose a threat to wellbeing. There may be a fine line between harmful and helpful wellbeing solutions in our connected and technologically driven world of work; research now needs to uncover where to draw that line.

Proceedings ArticleDOI
06 May 2017
TL;DR: This course will supply attendees with a new set of 28 gamification heuristics and train them in using the heuristic evaluation of gameful design in interactive systems on an example application (Duolingo).
Abstract: To evaluate gameful apps and games, we have recently developed a new set of guidelines for heuristic evaluation of gameful design in interactive systems, supporting the quickly growing gamification research area. Our set of 28 gamification heuristics allows rapid evaluation of a gameful system. This course will supply attendees with our gameful design heuristics and train them in using the heuristics on an example application (Duolingo). The course is structured into two 80-minute units, which will give the participants enough time to learn the new heuristics and apply them to the gamified application. Finally, at the end of the second unit, we will be discussing how to generate design ideas with the heuristics. The course instructors, Gustavo Tondello and Lennart Nacke, have both developed the gameful design heuristics and have experience in designing and evaluating gamified applications and teaching courses.

Proceedings ArticleDOI
06 May 2017
TL;DR: This showcase seeks to inform researchers, designers, as well as the public about gamification, its application, and its relevance to current landscape of technology and innovation.
Abstract: Gamification is an emerging field that has developed and become popularized in recent years. Since the field of gamification is relatively new, there has been debate and confusion over the definition of the term and its use. This showcase seeks to inform researchers, designers, as well as the public about gamification, its application, and its relevance to current landscape of technology and innovation. Gamification is primarily used to improve users' motivations and engagement with non-game tasks.

Proceedings ArticleDOI
06 May 2017
TL;DR: This paper aims to engage the community in a discussion about the directions that games research at CHI should take and gather feedback about current HCI research trends for games.
Abstract: At CHI 2016, a record number of games-related papers were accepted into the conference proceedings and the SIG meeting for games attracted almost 100 people. The games and play subcommittee remained strong at CHI 2017 and showed a variety of submissions. In addition, we see games practitioners within the SIGCHI community running workshops and taking part in the CHI conference. This SIG will continue to be an important forum for everyone doing games research at CHI. We want to engage the community in a discussion about the directions that games research at CHI should take and gather feedback about current HCI research trends for games. To expand this community, we plan to discuss current HCI and games trends, academic dissemination, community outreach, and collaborations with practitioners.

Proceedings Article
01 Jan 2017
TL;DR: In this paper, the Positive Computing Workshop on Positive Computing (PC) was held to discuss theoretical and practical considerations and promote the development of research projects focused on positive gaming as a technique for realizing the positive computing objective of using technology to foster flourishing.
Abstract: Gamification[5]and games have been used and studied in a variety of applications related to health and wellbeing [6,7,13]. Nevertheless, their application in the domains of wellbeing and flourishing[8,14](the pursuit of a happy and meaningful life rather than the simple in existence of illness) remain considerably less studied than other more common application areas, such as physical health or fitness. Therefore, this Workshop[15] aimed to provoke research and discussion by bringing together a community of interested researchers to discuss theoretical and practical considerations and promote the development of research projects focused on “Positive Gaming”as a technique for realizing the Positive Computing[2] objective of using technology to foster flourishing. A total of eight papers were accepted and presented at the Workshop. They addressed a rich variety of topics covering various areas of positive gaming including methods to understand users and design gameful applications for wellbeing. Examples application areas include motivating engagement in wellness activities, kindness interventions, nutritional interventions, and emotion regulation training; considerations for using technology to boost employee wellbeing; and opportunities for exploring game audio as a facilitator of wellbeing.