Lennart E. Nacke
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| title | conference | date |
|---|---|---|
| The Jade Gateway to Exergaming: How Socio-Cultural Factors Shape Exergaming Among East Asian Olde... | CHI PLAY 2024 | 2024-10-14 |
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… | ||
| From Motivating to Manipulative: The Use of Deceptive Design in a Game's Free-to-Play Transition | CHI PLAY 2024 | 2024-10-14 |
Analysis of game mechanics plus a deductive taxonomy and a thematic Reddit analysis finds nine deceptive mechanics introduced during the Overwatch transition… | ||
| Juicy Audio: Audio Designers' Conceptualisation of the Term in Video Games | CHI PLAY 2024 | 2024-10-14 |
Twelve industry audio designers give hourlong interviews that are analyzed with hybrid deductive and inductive thematic coding plus content analysis, revealing… | ||
| Culture Clash: When Deceptive Design Meets Diverse Player Expectations | CHI PLAY 2024 | 2024-10-14 |
Paper claims deceptive design drives impulsive purchases, longer sessions, and emotional dissonance and argues cultural cues can amplify that effect. Uses a… | ||
| Computer-based Deceptive Game Design in Commercial Virtual Reality Games: A Preliminary Investiga... | CHI PLAY 2024 | 2024-10-14 |
Built a VR Deceptive Game Design Assessment Guide and synthesize eight themes covering 71 deceptive patterns, then run a seven-week autoethnography on Moss… | ||
| From Points to Progression: A Scoping Review of Game Elements in Gamification Research with a Con... | CHI PLAY 2023 | 2023-10-10 |
A scoping review analyzes 280 papers and extracts about 1,400 definitions to identify 15 game elements, finding points, badges, and leaderboards most common… | ||
| LEVI: Exploring Possibilities for an Adaptive Board Game System | CHI PLAY 2023 | 2023-10-10 |
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… | ||
| Multimedia Showdown: A Comparative Analysis of Audio, Video, and Avatar-Based Communication | CHI PLAY 2023 | 2023-10-10 |
Study uses the gamified Gather platform to compare four channels: audio-only, audio+video, audio+avatar, and audio+video+avatar, with UES scores and… | ||
| Game Atmosphere: Effects of Audiovisual Thematic Cohesion on Player Experience and Psychophysiology | CHI PLAY 2020 | 2020-11-02 |
Two experiments test audiovisual thematic cohesion with N=109 participants across four audio conditions (no music baseline, original cohesive soundtrack, happy… | ||
| HexArcade: Predicting Hexad User Types By Using Gameful Applications | CHI PLAY 2020 | 2020-11-02 |
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… | ||
| The Potential Disconnect between Time Perception and Immersion: Effects of Music on VR Player ... | CHI PLAY 2020 | 2020-11-02 |
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… | ||
| Cross-Car, Multiplayer Games for Semi-Autonomous Driving | CHI PLAY 2019 | 2019-10-22 |
Built a virtual reality driving simulator with simulated autonomous cars, full-window HUDs, motion tracking and ad hoc vehicle-to-vehicle positioning and three… | ||
| Player Characteristics and Video Game Preferences | CHI PLAY 2019 | 2019-10-22 |
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… | ||
| "It Started as a Joke": On the Design of Idle Games | CHI PLAY 2019 | 2019-10-22 |
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… | ||
| Investigating the Impact of Annotation Interfaces on Player Performance in Distributed ... | CHI 2018 | 2018-04-21 |
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… | ||
| KickAR: Exploring Game Balancing Through Boosts and Handicaps in Augmented Reality Table Football | CHI 2018 | 2018-04-21 |
Built an AR table football prototype with overhead camera, projector, IR goal sensors and projected icons that apply boosts or handicaps. A within-subjects… | ||
| Vanishing Importance: Studying Immersive Effects of Game Audio Perception on Player Experiences ... | CHI 2018 | 2018-04-21 |
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… | ||
| Personalizing Persuasive Strategies in Gameful Systems to Gamification User Types | CHI 2018 | 2018-04-21 |
A large online study with 543 participants uses storyboards and regression modeling to test ten persuasive strategies in gameful health systems. Results show… | ||
| Towards Personality-driven Persuasive Health Games and Gamified Systems | CHI 2017 | 2017-05-06 |
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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