Publication statistics

Pub. period:2010-2012
Pub. count:4
Number of co-authors:13


Number of publications with 3 favourite co-authors:

Wayne Lutters:
Anastasia Salter:
David R. Flatla:



Productive colleagues

Lennart E. Nacke's 3 most productive colleagues in number of publications:

Carl Gutwin:116
Regan L. Mandryk:29
Craig A. Lindley:8

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Lennart E. Nacke


Publications by Lennart E. Nacke (bibliography)

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Bonsignore, Elizabeth M., Hansen, Derek L., Toups, Zachary O., Nacke, Lennart E., Salter, Anastasia and Lutters, Wayne (2012): Mixed reality games. In: Companion Proceedings of ACM CSCW12 Conference on Computer-Supported Cooperative Work 2012. pp. 7-8.

Collaborative technologies increasingly permeate our everyday lives. Mixed reality games use these technologies to entertain, motivate, educate, and inspire. We understand mixed reality games as goal-directed, structured play experiences that are not fully contained by virtual or physical worlds. They transform existing technologies, relationships, and places into platforms for gameplay. While the design of mixed reality games has received increasing attention across multiple disciplines, a focus on the collaborative potential of mixed reality formats, such as augmented and alternate reality games, has been lacking. We believe the CSCW community can play an essential and unique role in examining and designing the next generation of mixed reality games and technologies that support them. To this end, we seek to bring together researchers, designers, and players to advance an integrated mixed reality games' research canon and outline key opportunities and challenges for future research and development.

© All rights reserved Bonsignore et al. and/or ACM Press

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Fairclough, Stephen H., Gilleade, Kiel, Nacke, Lennart E. and Mandryk, Regan L. (2011): Brain and body interfaces: designing for meaningful interaction. In: Proceedings of ACM CHI 2011 Conference on Human Factors in Computing Systems 2011. pp. 65-68.

The brain and body provide a wealth of information about the physiological, cognitive and emotional state of the user. There is increased opportunity to use these data in computerised systems as forms of input control. As entry level physiological sensors become more widespread, physiological interfaces are liable to become more pervasive in our society (e.g., through mobile phones). While these signals offer new and exciting mechanisms for the control of interactive systems, the issue of whether these physiological interfaces are appropriate for application and offer the user a meaningful level of interaction remains relatively unexplored. This workshop sets out to bring together researchers working in the field of psychophysiological interaction to discuss the issue of how to design physiological interactions that are meaningful for users.

© All rights reserved Fairclough et al. and/or their publisher

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Flatla, David R., Gutwin, Carl, Nacke, Lennart E., Bateman, Scott and Mandryk, Regan L. (2011): Calibration games: making calibration tasks enjoyable by adding motivating game elements. In: Proceedings of the 2011 ACM Symposium on User Interface Software and Technology 2011. pp. 403-412.

Interactive systems often require calibration to ensure that input and output are optimally configured. Without calibration, user performance can degrade (e.g., if an input device is not adjusted for the user's abilities), errors can increase (e.g., if color spaces are not matched), and some interactions may not be possible (e.g., use of an eye tracker). The value of calibration is often lost, however, because many calibration processes are tedious and unenjoyable, and many users avoid them altogether. To address this problem, we propose calibration games that gather calibration data in an engaging and entertaining manner. To facilitate the creation of calibration games, we present design guidelines that map common types of calibration to core tasks, and then to well-known game mechanics. To evaluate the approach, we developed three calibration games and compared them to standard procedures. Users found the game versions significantly more enjoyable than regular calibration procedures, without compromising the quality of the data. Calibration games are a novel way to motivate users to carry out calibrations, thereby improving the performance and accuracy of many human-computer systems.

© All rights reserved Flatla et al. and/or ACM Press

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Nacke, Lennart E., Grimshaw, Mark N. and Lindley, Craig A. (2010): More than a feeling: Measurement of sonic user experience and psychophysiology in a first-person shooter game. In Interacting with Computers, 22 (5) pp. 336-343.

The combination of psychophysiological and psychometric methods provides reliable measurements of affective user experience (UX). Understanding the nature of affective UX in interactive entertainment, especially with a focus on sonic stimuli, is an ongoing research challenge. In the empirical study reported here, participants played a fast-paced, immersive first-person shooter (FPS) game modification, in which sound (on/off) and music (on/off) were manipulated, while psychophysiological recordings of electrodermal activity (EDA) and facial muscle activity (EMG) were recorded in addition to a Game Experience Questionnaire (GEQ). Results indicate no main or interaction effects of sound or music on EMG and EDA. However, a significant main effect of sound on all GEQ dimensions (immersion, tension, competence, flow, negative affect, positive affect, and challenge) was found. In addition, an interaction effect of sound and music on GEQ dimension tension and flow indicates an important relationship of sound and music for gameplay experience. Additionally, we report the results of a correlation between GEQ dimensions and EMG/EDA activity. We conclude subjective measures could advance our understanding of sonic UX in digital games, while affective tonic (i.e., long-term psychophysiological) measures of sonic UX in digital games did not yield statistically significant results. One approach for future affective psychophysiological measures of sonic UX could be experiments investigating phasic (i.e., event-related) psychophysiological measures of sonic gameplay elements in digital games. This could improve our general understanding of sonic UX beyond affective gaming evaluation.

© All rights reserved Nacke et al. and/or Elsevier Science

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