Publications

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Author [ Title(Asc)] Type Year
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Pogrebtsova, E. , Tondello, G. F. , Premsukh, H. , & Nacke, L. E. . (2017). Using technology to boost employee wellbeing? How gamification can help or hinder results. In Positive Gaming: Workshop on Gamification and Games for Wellbeing. CEUR-WS.org. Retrieved from http://ceur-ws.org/Vol-2055/paper5.pdf
Tondello, G. F. , Wehbe, R. R. , Toups, Z. O. , Nacke, L. E. , & Crenshaw, N. K. . (2015). Understanding Player Attitudes Towards Digital Game Objects. In Proceedings of CHI PLAY 2015. ACM. Retrieved from http://doi.org/10.1145/2793107.2810292
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Tondello, G. F. , & Nacke, L. E. . (2018). Towards Customizing Gameful Systems by Gameful Design Elements. In International Workshop on Personalizing in Persuasive Technologies (PPT'18). CEUR-WS.org. Retrieved from http://ceur-ws.org/Vol-2089/11_Tondello.pdf
Tondello, G. F. , Valtchanov, D. , Reetz, A. , Wehbe, R. R. , Orji, R. , & Nacke, L. E. . (2018). Towards a Trait Model of Video Game Preferences. International Journal of Human–Computer Interaction, 34(8), 732-748. Retrieved from https://doi.org/10.1080/10447318.2018.1461765
Tondello, G. F. , Wehbe, R. R. , & Nacke, L. E. . (2015). Towards a Personalized Playful Digital Wellness Assistant. In Workshop on Personalization in Serious and Persuasive Games and Gamified Interactions.
Toups, Z. O. , Tondello, G. F. , Wehbe, R. R. , Nacke, L. E. , & Crenshaw, N. K. . (2015). Toward Understanding Why Players Value In-Game Collections. In Workshop on Personalization in Serious and Persuasive Games and Gamified Interactions.
Tondello, G. F. , Premsukh, H. , & Nacke, L. E. . (2018). A Theory of Gamification Principles Through Goal-Setting Theory. In Proceedings of the 51st Hawaii International Conference on System Sciences (HICSS) (pp. 1118-1127). IEEE. Retrieved from http://hdl.handle.net/10125/50027
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Tondello, G. F. , Orji, R. , & Nacke, L. E. . (2017). Recommender Systems for Personalized Gamification. In Proceedings of UMAP'17 Adjunct. ACM. Retrieved from http://doi.org/10.1145/3099023.3099114
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Tondello, G. F. , Orji, R. , Vella, K. , Johnson, D. , van Dooren, M. M. M. , & Nacke, L. E. . (2017). Positive Gaming: Workshop on Gamification and Games for Wellbeing. In Proceedings of the 2017 Annual Symposium on Computer-Human Interaction in Play - CHI PLAY '17 Extended Abstracts. ACM. Retrieved from http://doi.org/10.1145/3130859.3131442
Tondello, G. F. , & Nacke, L. E. . (2019). Player Characteristics and Video Game Preferences. In Proceedings of the 2019 Annual Symposium on Computer-Human Interaction in Play - CHI PLAY '19. ACM. Retrieved from https://dx.doi.org/10.1145/3311350.3347185
Tondello, G. F. , & Nacke, L. E. . (2019). A Pilot Study of a Digital Skill Tree in Gameful Education. In Proceedings of the 3rd International Symposium on Gamification and Games for Learning - GamiLearn '19. CEUR-WS.org. Retrieved from http://ceur-ws.org/Vol-2497/paper15.pdf
Orji, R. , Tondello, G. F. , & Nacke, L. E. . (2018). Personalizing Persuasive Strategies in Gameful Systems to Gamification User Types. In Proceedings of the SIGCHI Conference on Human Factors in Computing Systems - CHI '18. ACM. Retrieved from http://doi.org/10.1145/3173574.3174009
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Toups, Z. O. , Crenshaw, N. K. , Wehbe, R. R. , Tondello, G. F. , & Nacke, L. E. . (2016). “The Collecting Itself Feels Good”: Towards Collection Interfaces for Digital Game Objects. In Proceedings of the 2016 Annual Symposium on Computer-Human Interaction in Play - CHI PLAY '16. ACM. Retrieved from http://doi.org/10.1145/2967934.2968088
Tondello, G. F. , Arrambide, K. , Ribeiro, G. , Cen, A. , & Nacke, L. E. . (2019). “I don't fit into a single type”: A Trait Model and Scale of Game Playing Preferences. In Proceedings of INTERACT 2019, LNCS 11747. Springer. Retrieved from https://dx.doi.org/10.1007/978-3-030-29384-0_23
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Gonczarowski, Y. A. , & Tondello, G. F. . (2017). Incentives and Gamification. XRDS: Crossroads, The ACM Magazine for Students, 24(1), 9-11. Retrieved from http://doi.org/10.1145/3123766
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Altmeyer, M. , Tondello, G. F. , Krüger, A. , & Nacke, L. E. . (2020). HexArcade: Predicting Hexad User Types By Using Gameful Applications. In Annual Symposium on Computer-Human Interaction in Play (CHI PLAY 2020). ACM. Retrieved from https://dx.doi.org/10.1145/3410404.3414232
Diamond, L. , Tondello, G. F. , Marczewski, A. , Nacke, L. E. , & Tscheligi, M. . (2015). The HEXAD Gamification User Types Questionnaire: Background and Development Process. In Workshop on Personalization in Serious and Persuasive Games and Gamified Interactions.
Tondello, G. F. , Kappen, D. L. , Mekler, E. D. , Ganaba, M. , & Nacke, L. E. . (2016). Heuristic Evaluation for Gameful Design. In Proceedings of the 2016 Annual Symposium on Computer-Human Interaction in Play Extended Abstracts - CHI PLAY EA '16. ACM. Retrieved from http://doi.org/10.1145/2968120.2987729
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Tondello, G. F. , Wehbe, R. R. , Diamond, L. , Busch, M. , Marczewski, A. , & Nacke, L. E. . (2016). The Gamification User Types Hexad Scale. In Proceedings of the 2016 Annual Symposium on Computer-Human Interaction in Play - CHI PLAY '16. ACM. Retrieved from http://doi.org/10.1145/2967934.2968082

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