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Lennart E. Nacke

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The Jade Gateway to Exergaming: How Socio-Cultural Factors Shape Exergaming Among East Asian Olde...CHI PLAY 20242024-10-14
Sixty-four one‑on‑one interviews across China Japan and South Korea (average age 71, range 61–85, 37 female) reveal that socio‑cultural factors—perceptions of…
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From Motivating to Manipulative: The Use of Deceptive Design in a Game's Free-to-Play TransitionCHI PLAY 20242024-10-14
Analysis of game mechanics plus a deductive taxonomy and a thematic Reddit analysis finds nine deceptive mechanics introduced during the Overwatch transition…
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Juicy Audio: Audio Designers' Conceptualisation of the Term in Video GamesCHI PLAY 20242024-10-14
Twelve industry audio designers give hourlong interviews that are analyzed with hybrid deductive and inductive thematic coding plus content analysis, revealing…
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Culture Clash: When Deceptive Design Meets Diverse Player ExpectationsCHI PLAY 20242024-10-14
Paper claims deceptive design drives impulsive purchases, longer sessions, and emotional dissonance and argues cultural cues can amplify that effect. Uses a…
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Computer-based Deceptive Game Design in Commercial Virtual Reality Games: A Preliminary Investiga...CHI PLAY 20242024-10-14
Built a VR Deceptive Game Design Assessment Guide and synthesize eight themes covering 71 deceptive patterns, then run a seven-week autoethnography on Moss…
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From Points to Progression: A Scoping Review of Game Elements in Gamification Research with a Con...CHI PLAY 20232023-10-10
A scoping review analyzes 280 papers and extracts about 1,400 definitions to identify 15 game elements, finding points, badges, and leaderboards most common…
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LEVI: Exploring Possibilities for an Adaptive Board Game SystemCHI PLAY 20232023-10-10
LEVI is a low-cost standalone adaptive board game system that uses Raspberry Pi 3 plus an RFID reader and paired speakers to replace visual cues with spoken…
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Multimedia Showdown: A Comparative Analysis of Audio, Video, and Avatar-Based CommunicationCHI PLAY 20232023-10-10
Study uses the gamified Gather platform to compare four channels: audio-only, audio+video, audio+avatar, and audio+video+avatar, with UES scores and…
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Game Atmosphere: Effects of Audiovisual Thematic Cohesion on Player Experience and PsychophysiologyCHI PLAY 20202020-11-02
Two experiments test audiovisual thematic cohesion with N=109 participants across four audio conditions (no music baseline, original cohesive soundtrack, happy…
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HexArcade: Predicting Hexad User Types By Using Gameful ApplicationsCHI PLAY 20202020-11-02
Study uses two web games — Cloud Clicker and Snowball Shooter — with N=147 to predict Hexad types instead of the 24‑item questionnaire, measuring behaviour…
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The Potential Disconnect between Time Perception and Immersion: Effects of Music on VR Player ...CHI PLAY 20202020-11-02
A between‑participants user study with N=64 uses a bow-and-arrow tower-defense VR build to compare play with and without music, measuring retrospective time…
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Cross-Car, Multiplayer Games for Semi-Autonomous DrivingCHI PLAY 20192019-10-22
Built a virtual reality driving simulator with simulated autonomous cars, full-window HUDs, motion tracking and ad hoc vehicle-to-vehicle positioning and three…
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Player Characteristics and Video Game PreferencesCHI PLAY 20192019-10-22
Study combines two datasets (N=188 and N=332) to produce a 25-item validated scale of player traits and tests whether those trait scores predict actual game…
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"It Started as a Joke": On the Design of Idle GamesCHI PLAY 20192019-10-22
Interviews with six developers, play of 13 idle games, and thematic analysis produce concrete claims: many idle games encode a paradigm shift from a single…
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Investigating the Impact of Annotation Interfaces on Player Performance in Distributed ...CHI 20182018-04-21
Built a custom third-person multiplayer game and run a within-subject study with 24 participants (12 pairs) comparing no annotations, map-only annotations, and…
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KickAR: Exploring Game Balancing Through Boosts and Handicaps in Augmented Reality Table FootballCHI 20182018-04-21
Built an AR table football prototype with overhead camera, projector, IR goal sensors and projected icons that apply boosts or handicaps. A within-subjects…
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Vanishing Importance: Studying Immersive Effects of Game Audio Perception on Player Experiences ...CHI 20182018-04-21
Two studies use The Vanishing of Ethan Carter: a 12-participant mixed-method study comparing Vive VR to a monitor and a 40-participant between-subjects…
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Personalizing Persuasive Strategies in Gameful Systems to Gamification User TypesCHI 20182018-04-21
A large online study with 543 participants uses storyboards and regression modeling to test ten persuasive strategies in gameful health systems. Results show…
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Towards Personality-driven Persuasive Health Games and Gamified SystemsCHI 20172017-05-06
Large online study with 660 participants tests ten persuasive strategies (storyboard prototypes in a risky alcohol-drinking context) and models effects using…
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