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Dive into the research topics where Gustavo Fortes Tondello is active.

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Featured researches published by Gustavo Fortes Tondello.


annual symposium on computer human interaction in play | 2016

Heuristic Evaluation for Gameful Design

Gustavo Fortes Tondello; Dennis L. Kappen; Elisa D. Mekler; Marim Ganaba; Lennart E. Nacke

Despite the emergence of many gameful design methods in the literature, there is a lack of evaluation methods specific to gameful design. To address this gap, we present a new set of guidelines for heuristic evaluation of gameful design in interactive systems. First, we review several gameful design methods to identify the dimensions of motivational affordances most often employed. Then, we present a set of 28 gamification heuristics aimed at enabling experts to rapidly evaluate a gameful system. The resulting heuristics are a new method to evaluate user experience in gameful interactive systems.


international conference on user modeling adaptation and personalization | 2017

Recommender Systems for Personalized Gamification

Gustavo Fortes Tondello; Rita Orji; Lennart E. Nacke

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.


annual symposium on computer human interaction in play | 2016

ABOVE WATER: An Educational Game for Anxiety

Rina R. Wehbe; Diane Watson; Gustavo Fortes Tondello; Marim Ganaba; Melissa Stocco; Alvin Lee; Lennart E. Nacke

We present Above Water - a digital/physical hybrid game to inform people about the available strategies to cope with two types of Anxiety Disorders - Generalized Anxiety Disorder and Panic Disorder. The game teaches players about existing treatments. This hybrid game is designed to inspire players to share their experiences and develop their own personal narrative. The document also outlines an assessment strategy to study the game and determine its effectiveness as a game for health. The game is designed to educate non-institutionalized individuals with clinical anxiety and panic disorder. Potential players may be diagnosed, seeking intervention information, or a supportive friend.


annual symposium on computer-human interaction in play | 2015

CHI PLAYGUE: A Networking Game of Emergent Sociality

Gustavo Fortes Tondello; Rina R. Wehbe; Samantha N. Stahlke; Amanda Leo; Rylan Koroluk; Lennart E. Nacke

Modern professional networking is heavily reliant on social media. In recognition of this trend, we present CHI PLAYGUE, a conference game designed to facilitate interaction among strangers and encourage social networking to create a community. The game facilitates the emergence of social dynamics related to trust, allegiance, betrayal, selective interaction, and long-term strategic cooperation. By providing a platform for large-scale playful interaction, we will create an experience that will foster the development of mutually beneficial personal and professional relationships among players.


human factors in computing systems | 2018

Gamification: Tools and Techniques for Motivating Users

Gustavo Fortes Tondello; Lennart E. Nacke

This course introduces participants to concepts of gamification and practices some gamification evaluation with a set of heuristics used to evaluated gameful applications and gameful design. We will introduce participants to some of the common gameful intervention strategies to add game design elements that can be used to motivate users and then train participants with our set of 28 gamification heuristics for rapid evaluation of gameful systems. The course is structured into three 80-minute units, which will give the participants enough time to learn how to gamify activities, apply new heuristics and improve their gameful designs. The course instructors, Gustavo Tondello and Lennart Nacke, have both developed the gameful design heuristics and taught a successful gamification course at CHI 2017 before.


annual symposium on computer human interaction in play | 2016

CLEVER: Gamification and Enterprise Knowledge Learning

Dominic Elm; Dennis L. Kappen; Gustavo Fortes Tondello; Lennart E. Nacke

This paper describes the design and a preliminary implementation study of a gamified knowledge management system (KMS) that supports the learning component within knowledge management (KM). KM includes acquiring social capital through the process of acquisition, sharing, and dissemination of knowledge within a company. Employees often lack the motivation to share their implicit knowledge with one another and are reluctant to engage in a collaborative forum for such knowledge exchange. We developed a gamified learning component of an enterprise KMS to help foster this process of collaborative and participatory learning. More importantly, this game combines trivia and strategy elements as game elements to motivate the players for knowledge exchange. We report preliminary results from an exploratory study with nine participants which indicates that the above combination of game elements does contribute to participatory knowledge learning within an enterprise KMS.


annual symposium on computer human interaction in play | 2016

CLEVER: A Trivia and Strategy Game for Enterprise Knowledge Learning

Dominic Elm; Gustavo Fortes Tondello; Dennis L. Kappen; Marim Ganaba; Melissa Stocco; Lennart E. Nacke

Knowledge management (KM) includes the acquisition, sharing, and dissemination of knowledge within a company. The problem with many enterprise KM systems is that they are complex and hardly used, because workers lack motivation to engage in a collaborative process of knowledge sharing and learning. To address this, we developed a gameful learning component of an enterprise KM system (KMS). Our game features an innovative combination of trivia and strategy elements, put together to afford motivation within a KMS. It can be played by employees in the same organization to foster collaborative knowledge exchange and learning.


ACM Crossroads Student Magazine | 2016

An introduction to gamification in human-computer interaction

Gustavo Fortes Tondello

Improving user experience through game play.


hawaii international conference on system sciences | 2018

A Theory of Gamification Principles Through Goal-Setting Theory

Gustavo Fortes Tondello; Hardy Premsukh; Lennart E. Nacke

SSHRC || 895-2011-1014, IMMERSe NSERC || RGPIN-418622-2012 CFI || 35819 Mitacs || IT07255 CNPq, Brazil


International Journal of Human-computer Interaction | 2018

Towards a Trait Model of Video Game Preferences

Gustavo Fortes Tondello; Deltcho Valtchanov; Adrian Reetz; Rina R. Wehbe; Rita Orji; Lennart E. Nacke

ABSTRACT Typologies for understanding players’ preferences toward different gameplay styles have gained popularity in research. However, attempts to model players’ preferences are based on type models instead of trait models, contrary to the latest personality research. One such model, BrainHex, was designed as an interim model to enable investigations toward a definitive player trait model. However, it lacks empirical validation in support of its psychometric properties. The present work analyzed a dataset with over 50,000 respondents to devise a player traits model based off the BrainHex scale. Results indicate three player traits: action, esthetic, and goal orientation. Furthermore, we analyzed the games listed by participants as examples of what they enjoy, to understand which factors influence player preferences. Results illustrate that the emergent player traits and participants’ genders and attitudes toward story can partially explain player preferences toward certain games. Finally, we present the implications toward a definitive player traits model.

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Rita Orji

University of Waterloo

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Dennis L. Kappen

University of Ontario Institute of Technology

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Alberto Mora

Open University of Catalonia

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