scispace - formally typeset
Search or ask a question

Showing papers by "Lennart E. Nacke published in 2021"


Journal ArticleDOI
TL;DR: In this article, an umbrella review of state-of-the-art gamification published between 2016 and 2020 is presented, highlighting the ongoing need in educational research for carefully structured examinations and rigorous methods that validate gamification's instructional advantages.

32 citations


Proceedings ArticleDOI
06 May 2021
TL;DR: In this article, an asymmetric game design with interdependences creates comparably enjoyable player experience (PX) for both an HMD and a non-HMD player.
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.

18 citations


Proceedings ArticleDOI
06 May 2021
TL;DR: In this article, the authors proposed a gamified password creation process to encourage users to make less predictable graphical password choices instead of being forced to use a strict password policy, and they provided evidence that it is possible to nudge people towards better password choices by gamifying the process.
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.

15 citations


Journal ArticleDOI
TL;DR: The authors found that the average actual/ought values discrepancy was greater among those who preferred completely different avatars (i.e., fantasy/role-players) vs. realistic avatars.
Abstract: In video games, identification with avatars-virtual entities or characters driven by human behavior-has been shown to serve many interpersonal and intraindividual functions (like social connection, self-expression, or identity exploration) but our understanding of the psychological variables that influence players' avatar choices remains incomplete. The study presented in this paper tested whether players' preferred style of avatar creation is linked to the magnitude of self-perceived discrepancies between who they are, who they aspire to be, and who they think they should be. One-hundred-and-twenty-five undergraduate gamers indicated their preferred avatar creation style and completed a values measure from three different perspectives: their actual, ideal, and ought selves. The average actual/ideal values discrepancy was greater among those who preferred idealized avatars vs. those who preferred realistic avatars. The average actual/ought values discrepancy was greater among those who preferred completely different avatars (i.e., fantasy/role-players) vs. those who preferred realistic avatars. These results, therefore, offer additional evidence that self-discrepancy theory is a useful framework for understanding avatar preferences.

8 citations


Journal ArticleDOI
TL;DR: In this article, the effects of cognitive styles on teams engaged in collaborative gaming activities were investigated in a mixed-methods user study; they were classified as field-dependent (FD) or independent (FI) based on a fielddependent-independent (FD-I) cognitive-style-elicitation instrument.
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.

5 citations


Journal ArticleDOI
27 Jul 2021
TL;DR: In this paper, a literature review of asymmetry in multiplayer VR games, using a framework synthesis method to assess the field through a lens of existing literature (on asymmetries in gameplay), is presented.
Abstract: Increasingly, virtual reality (VR) design and research leverages gameplay asymmetries, flattening discrepancies of interface, abilities, information or other aspects between players. A common goal is to induce social interactions that draw players without head-mounted displays into a shared game world. Exploring these asymmetries resulted in many artifacts, creating an innovative yet disparate research landscape that showcases points for improvement in coverage of the field and theoretical underpinnings. In this article, we present a literature review of asymmetry in multiplayer VR games, using a framework synthesis method to assess the field through a lens of existing literature (on asymmetries in gameplay). We provide an overview of this emerging subfield and identify gaps and opportunities for future research. Moreover, we discuss how research artifacts address prior theoretical work and present a “best fit” framework of asymmetric multiplayer VR games for the community to build upon.

3 citations


Proceedings ArticleDOI
08 May 2021
TL;DR: In this paper, the authors present an online CHI paper writing course with hands-on advice and more in-depth tutorials on how to write papers with clarity, substance, and style.
Abstract: Writing research papers can be extremely challenging for new academic authors or entire scientific communities, with their own review and style guidelines like CHI. The impact of everything that we do as researchers is based on how we communicate it. Writing for CHI is a core skill to learn because it is hard to turn a research project into a successful CHI publication. This online edition of the successful CHI paper writing course offers hands-on advice and more in-depth tutorials on how to write papers with clarity, substance, and style. It is structured into four online units with a focus on writing CHI papers.

3 citations


Journal ArticleDOI
06 Oct 2021
TL;DR: In this article, 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 were investigated.
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.

1 citations


Proceedings ArticleDOI
08 May 2021
TL;DR: In this article, the authors review and analyze the games user research literature to understand how lurkers and loners are defined in games and which characteristics they exhibit in games, and a future research agenda outlining opportunities to study them.
Abstract: Research support that online multiplayer games build social capital and contribute to people’s well-being. Players build meaningful, strong relationships through games, resulting in complex communities, similar to traditional Online Social Networks (OSNs). In OSNs, the vast majority of the population consists of invisible users consuming content rather than actively engaging with the community: lurkers. While lurkers have been well-researched in OSNs, they have been under-investigated in games. In games, their behaviour may limit the social potential a game provides. Besides the big knowledge gap concerning lurkers in multiplayer environments, it is also yet unclear how lurkers differ from another class of non-social players: loners. In this work, we review and analyze the Games User Research (GUR) literature to understand (a) how lurkers and loners are defined in games and (b) which characteristics they exhibit. Our contributions are definitions of lurkers and loners in games and a future research agenda outlining opportunities to study them.

1 citations


Proceedings ArticleDOI
25 May 2021
TL;DR: In this article, the authors report a small-scale eye-tracking study that compares the visual behavior developed by people who follow a gamified approach and people who followed a non-gamified approach to make their 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. Recent research provides evidence that gamification of the graphical password creation process influences people to make less predictable choices. Aiming to understand the underlying reasons from a visual behavior perspective, in this paper, we report a small-scale eye-tracking study that compares the visual behavior developed by people who follow a gamified approach and people who follow a non-gamified approach to make their graphical password choices. The results show that people who follow a gamified approach have higher gaze-based entropy, as they fixate on more image areas and for longer periods, and thus, they have an increased effective password space, which could lead to better and less predictable password choices.