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Dive into the research topics where Lennart E. Nacke is active.

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Featured researches published by Lennart E. Nacke.


conference on future play | 2008

Flow and immersion in first-person shooters: measuring the player's gameplay experience

Lennart E. Nacke; Craig A. Lindley

Researching experiential phenomena is a challenging undertaking, given the sheer variety of experiences that are described by gamers and missing a formal taxonomy: flow, immersion, boredom, excitement, challenge, and fun. These informal terms require scientific explanation, which amounts to providing measurable criteria for different experiential states. This paper reports the results of an experimental psychophysiological study investigating different traits of gameplay experience using subjective and objective measures. Participants played three Half-Life 2 game modifications while being measured with electroencephalography, electrocardiography, electromyography, galvanic skin response and eye tracking equipment. In addition, questionnaire responses were collected after each play session. A level designed for combat-oriented flow experience demonstrated measurable high-arousal positive affect emotions. The positive correlation between subjective and objective indicators of gameplay experience shows the great potential of the method presented here for providing real-time emotional profiles of gameplay that may be correlated with self-reported subjective descriptions.


human factors in computing systems | 2012

Full-body motion-based game interaction for older adults

Kathrin Maria Gerling; Ian J. Livingston; Lennart E. Nacke; Regan L. Mandryk

Older adults in nursing homes often lead sedentary lifestyles, which reduces their life expectancy. Full-body motion-control games provide an opportunity for these adults to remain active and engaged; these games are not designed with age-related impairments in mind, which prevents the games from being leveraged to increase the activity levels of older adults. In this paper, we present two studies aimed at developing game design guidelines for full-body motion controls for older adults experiencing age-related changes and impairments. Our studies also demonstrate how full-body motion-control games can accommodate a variety of user abilities, have a positive effect on mood and, by extension, the emotional well-being of older adults. Based on our studies, we present seven guidelines for the design of full-body interaction in games. The guidelines are designed to foster safe physical activity among older adults, thereby increasing their quality of life.


Interacting with Computers | 2010

More than a feeling: Measurement of sonic user experience and psychophysiology in a first-person shooter game

Lennart E. Nacke; Mark Grimshaw; Craig A. Lindley

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.


human factors in computing systems | 2011

Biofeedback game design: using direct and indirect physiological control to enhance game interaction

Lennart E. Nacke; Michael Kalyn; Calvin Lough; Regan L. Mandryk

Prior work on physiological game interaction has focused on dynamically adapting games using physiological sensors. In this paper, we propose a classification of direct and indirect physiological sensor input to augment traditional game control. To find out which sensors work best for which game mechanics, we conducted a mixed-methods study using different sensor mappings. Our results show participants have a preference for direct physiological control in games. This has two major design implications for physiologically controlled games: (1) Direct physiological sensors should be mapped intuitively to reflect an action in the virtual world; (2) Indirect physiological input is best used as a dramatic device in games to influence features altering the game world.


user interface software and technology | 2011

Calibration games: making calibration tasks enjoyable by adding motivating game elements

David R. Flatla; Carl Gutwin; Lennart E. Nacke; Scott Bateman; Regan L. Mandryk

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 users 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.


international conference on computer graphics and interactive techniques | 2010

Correlation between heart rate, electrodermal activity and player experience in first-person shooter games

Anders Drachen; Lennart E. Nacke; Georgios N. Yannakakis; Anja Lee Pedersen

Psychophysiological methods are becoming more popular in game research as covert and reliable measures of affective player experience, emotions, and cognition. Since player experience is not well understood, correlations between self-reports from players and psychophysiological data may provide a quantitative understanding of this experience. Measurements of electrodermal activity (EDA) and heart rate (HR) allow making inferences about player arousal (i.e., excitement) and are easy to deploy. This paper reports a case study on HR and EDA correlations with subjective gameplay experience, testing the feasibility of these measures in commercial game development contexts. Results indicate a significant correlation (p < 0.01) between psychophysiological arousal (i.e., HR, EDA) and self-reported gameplay experience. However, the covariance between psychophysiological measures and self-reports varies between the two measures. The results are consistent across three different contemporary major commercial first-person shooter (FPS) games (Prey, Doom 3, and Bioshock).


human factors in computing systems | 2013

Designing gamification: creating gameful and playful experiences

Sebastian Deterding; Staffan Björk; Lennart E. Nacke; Dan Dixon; Elizabeth Lawley

In recent years, gamification - the use of game design elements in non-game contexts - has seen rapid adoption in the software industry, as well as a growing body of research on its uses and effects. However, little is known about the effective design of such gameful systems, including whether their evaluation requires special approaches. This workshop therefore convenes researchers and industry practitioners to identify current practices, challenges, and open research questions in the design of gameful systems.


Entertainment Computing | 2014

BrainHex: A neurobiological gamer typology survey☆

Lennart E. Nacke; Chris Bateman; Regan L. Mandryk

This paper briefly presents a player satisfaction model called BrainHex, which was based on insights from neurobiological findings as well as the results from earlier demographic game design models (DGD1 and DGD2). The model presents seven different archetypes of players: Seeker, Survivor, Daredevil, Mastermind, Conqueror, Socialiser, and Achiever. We explain how each of these player archetypes relates to older player typologies (such as Myers-Briggs), and how each archetype characterizes a specific playing style. We conducted a survey among more than 50,000 players using the BrainHex model as a personality type motivator to gather and compare demographic data to the different BrainHex archetypes. We discuss some results from this survey with a focus on psychometric orientation of respondents, to establish relationships between personality types and BrainHex archetypes.


human factors in computing systems | 2013

How does it play better?: exploring user testing and biometric storyboards in games user research

Pejman Mirza-Babaei; Lennart E. Nacke; John Gregory; Nick Collins; Geraldine Fitzpatrick

Improving game design is a hard task. Few methods are available in games user research (GUR) to test formally how game designs work for players. In particular, the usefulness of user tests (UTs) for game designers has not been fully studied in the CHI community. We propose a novel GUR method called Biometric Storyboards (BioSt) and present a study demonstrating how a Classic UT and a BioSt UT both help designers create a better gameplay experience. In addition, we show that BioSt can help designers deliver significantly better visuals, more fun, and higher gameplay quality than designing without UTs and that classic UTs do not provide this significant advantage. Our interviews support the idea that BioSt provides more nuanced game design improvement. The design implication is that a game designed with the BioSt method will result in high gameplay quality.


Simulation & Gaming | 2011

Electroencephalographic Assessment of Player Experience: A Pilot Study in Affective Ludology

Lennart E. Nacke; Sophie Stellmach; Craig A. Lindley

Psychophysiological methods, such as electroencephalography (EEG), provide reliable high-resolution measurements of affective player experience. In this article, the authors present a psychophysiological pilot study and its initial results to solidify a research approach they call affective ludology, a research area concerned with the physiological measurement of affective responses to player-game interaction. The study investigates the impact of level design on brainwave activity measured with EEG and on player experience measured with questionnaires. The goal of the study was to investigate cognition, emotion, and player behavior from a psychological perspective. For this purpose, a methodology for assessing gameplay experience with subjective and objective measures was developed extending prior work in physiological measurements of affect in digital gameplay. The authors report the result of this pilot study, the impact of three different level design conditions (boredom, immersion, and flow) on EEG, and subjective indicators of gameplay experience. Results from the subjective gameplay experience questionnaire support the validity of our level design hypotheses. Patterns of EEG spectral power show that the immersion-level design elicits more activity in the theta band, which may support a relationship between virtual spatial navigation or exploration and theta activity. The research shows that facets of gameplay experience can be assessed with affective ludology measures, such as EEG, in which cognitive and affective patterns emerge from different level designs.

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Regan L. Mandryk

University of Saskatchewan

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Dennis L. Kappen

University of Ontario Institute of Technology

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Craig A. Lindley

Blekinge Institute of Technology

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D. Johnson

Queensland University of Technology

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Rita Orji

University of Waterloo

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