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Proceedings of the Annual Symposium on Computer-Human Interaction in Play Companion</style></title><secondary-title><style face="normal" font="default" size="100%">Heuristic evaluation for gameful design</style></secondary-title></titles><dates><year><style  face="normal" font="default" size="100%">2016</style></year></dates><urls><web-urls><url><style face="normal" font="default" size="100%">http://www.scopus.com/inward/record.url?eid=2-s2.0-84994881250&amp;partnerID=MN8TOARS</style></url></web-urls></urls><language><style face="normal" font="default" size="100%">eng</style></language></record><record><source-app name="Biblio" version="7.x">Drupal-Biblio</source-app><ref-type>17</ref-type><contributors><authors><author><style face="normal" font="default" size="100%">Abeele, V.V.</style></author><author><style face="normal" font="default" size="100%">Nacke, L.E.</style></author><author><style face="normal" font="default" size="100%">Mekler, E.D.</style></author><author><style face="normal" font="default" size="100%">Johnson, D.</style></author></authors></contributors><titles><title><style face="normal" font="default" size="100%">CHI PLAY 2016 - Proceedings of the Annual Symposium on Computer-Human Interaction in Play Companion</style></title><secondary-title><style face="normal" font="default" size="100%">Design and preliminary validation of the player experience inventory</style></secondary-title></titles><dates><year><style  face="normal" font="default" size="100%">2016</style></year></dates><urls><web-urls><url><style face="normal" font="default" size="100%">http://www.scopus.com/inward/record.url?eid=2-s2.0-84994875723&amp;partnerID=MN8TOARS</style></url></web-urls></urls><language><style face="normal" font="default" size="100%">eng</style></language></record><record><source-app name="Biblio" version="7.x">Drupal-Biblio</source-app><ref-type>47</ref-type><contributors><authors><author><style face="normal" font="default" size="100%">Tondello, Gustavo F.</style></author><author><style face="normal" font="default" size="100%">Wehbe, Rina R.</style></author><author><style face="normal" font="default" size="100%">Lennart E. Nacke</style></author></authors></contributors><titles><title><style face="normal" font="default" size="100%">CHI PLAYGUE: A Mobile Conference Networking Game</style></title><secondary-title><style face="normal" font="default" size="100%">Proceedings of the 2016 ACM on Interactive Surfaces and Spaces</style></secondary-title><tertiary-title><style face="normal" font="default" size="100%">ISS '16</style></tertiary-title></titles><keywords><keyword><style  face="normal" font="default" size="100%">gamification</style></keyword><keyword><style  face="normal" font="default" size="100%">mixed-reality game</style></keyword><keyword><style  face="normal" font="default" size="100%">mobile game</style></keyword><keyword><style  face="normal" font="default" size="100%">social game</style></keyword><keyword><style  face="normal" font="default" size="100%">social networking game</style></keyword></keywords><dates><year><style  face="normal" font="default" size="100%">2016</style></year></dates><urls><web-urls><url><style face="normal" font="default" size="100%">http://doi.acm.org/10.1145/2992154.2996870</style></url></web-urls></urls><publisher><style face="normal" font="default" size="100%">ACM</style></publisher><pub-location><style face="normal" font="default" size="100%">New York, NY, USA</style></pub-location><pages><style face="normal" font="default" size="100%">449–452</style></pages><isbn><style face="normal" font="default" size="100%">978-1-4503-4248-3</style></isbn><language><style face="normal" font="default" size="100%">eng</style></language></record><record><source-app name="Biblio" version="7.x">Drupal-Biblio</source-app><ref-type>47</ref-type><contributors><authors><author><style face="normal" font="default" size="100%">Elm, Dominic</style></author><author><style face="normal" font="default" size="100%">Tondello, Gustavo F.</style></author><author><style face="normal" font="default" size="100%">Kappen, Dennis L.</style></author><author><style face="normal" font="default" size="100%">Ganaba, Marim</style></author><author><style face="normal" font="default" size="100%">Stocco, Melissa</style></author><author><style face="normal" font="default" size="100%">Lennart E. Nacke</style></author></authors></contributors><titles><title><style face="normal" font="default" size="100%">CLEVER: A Trivia and Strategy Game for Enterprise Knowledge Learning</style></title><secondary-title><style face="normal" font="default" size="100%">Proceedings of the 2016 Annual Symposium on Computer-Human Interaction in Play Companion Extended Abstracts</style></secondary-title><tertiary-title><style face="normal" font="default" size="100%">CHI PLAY Companion '16</style></tertiary-title></titles><keywords><keyword><style  face="normal" font="default" size="100%">gameful design</style></keyword><keyword><style  face="normal" font="default" size="100%">gamification</style></keyword><keyword><style  face="normal" font="default" size="100%">knowledge management</style></keyword></keywords><dates><year><style  face="normal" font="default" size="100%">2016</style></year></dates><urls><web-urls><url><style face="normal" font="default" size="100%">http://doi.acm.org/10.1145/2968120.2971805</style></url></web-urls></urls><publisher><style face="normal" font="default" size="100%">ACM</style></publisher><pub-location><style face="normal" font="default" size="100%">New York, NY, USA</style></pub-location><pages><style face="normal" font="default" size="100%">61–66</style></pages><isbn><style face="normal" font="default" size="100%">978-1-4503-4458-6</style></isbn><language><style face="normal" font="default" size="100%">eng</style></language></record><record><source-app name="Biblio" version="7.x">Drupal-Biblio</source-app><ref-type>47</ref-type><contributors><authors><author><style face="normal" font="default" size="100%">Elm, Dominic</style></author><author><style face="normal" font="default" size="100%">Kappen, Dennis L.</style></author><author><style face="normal" font="default" size="100%">Tondello, Gustavo F.</style></author><author><style face="normal" font="default" size="100%">Lennart E. Nacke</style></author></authors></contributors><titles><title><style face="normal" font="default" size="100%">CLEVER: Gamification and Enterprise Knowledge Learning</style></title><secondary-title><style face="normal" font="default" size="100%">Proceedings of the 2016 Annual Symposium on Computer-Human Interaction in Play Companion Extended Abstracts</style></secondary-title><tertiary-title><style face="normal" font="default" size="100%">CHI PLAY Companion '16</style></tertiary-title></titles><keywords><keyword><style  face="normal" font="default" size="100%">gameful design</style></keyword><keyword><style  face="normal" font="default" size="100%">gamification</style></keyword><keyword><style  face="normal" font="default" size="100%">knowledge management</style></keyword></keywords><dates><year><style  face="normal" font="default" size="100%">2016</style></year></dates><urls><web-urls><url><style face="normal" font="default" size="100%">http://doi.acm.org/10.1145/2968120.2987745</style></url></web-urls></urls><publisher><style face="normal" font="default" size="100%">ACM</style></publisher><pub-location><style face="normal" font="default" size="100%">New York, NY, USA</style></pub-location><pages><style face="normal" font="default" size="100%">141–148</style></pages><isbn><style face="normal" font="default" size="100%">978-1-4503-4458-6</style></isbn><language><style face="normal" font="default" size="100%">eng</style></language><abstract><style face="normal" font="default" size="100%">&lt;p&gt;&amp;nbsp;&lt;/p&gt;&lt;p&gt;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.&lt;/p&gt;&lt;p&gt;&amp;nbsp;&lt;/p&gt;</style></abstract></record><record><source-app name="Biblio" version="7.x">Drupal-Biblio</source-app><ref-type>17</ref-type><contributors><authors><author><style face="normal" font="default" size="100%">Christou, G.</style></author><author><style face="normal" font="default" size="100%">Law, E.L.-C.</style></author><author><style face="normal" font="default" size="100%">Geerts, D.</style></author><author><style face="normal" font="default" size="100%">Nacke, L.</style></author><author><style face="normal" font="default" size="100%">Zaphiris, P.</style></author></authors></contributors><titles><title><style face="normal" font="default" size="100%">Computers in Human Behavior</style></title><secondary-title><style face="normal" font="default" size="100%">Editorial for the CHB special issue on MMOGs</style></secondary-title></titles><dates><year><style  face="normal" font="default" size="100%">2016</style></year></dates><urls><web-urls><url><style face="normal" font="default" size="100%">http://www.scopus.com/inward/record.url?eid=2-s2.0-84940899446&amp;partnerID=MN8TOARS</style></url></web-urls></urls><language><style face="normal" font="default" size="100%">eng</style></language></record><record><source-app name="Biblio" version="7.x">Drupal-Biblio</source-app><ref-type>17</ref-type><contributors><authors><author><style face="normal" font="default" size="100%">Nacke, L.E.</style></author><author><style face="normal" font="default" size="100%">Moser, C.</style></author><author><style face="normal" font="default" size="100%">Drachen, A.</style></author><author><style face="normal" font="default" size="100%">Mirza-Babaei, P.</style></author><author><style face="normal" font="default" size="100%">Abney, A.</style></author><author><style face="normal" font="default" size="100%">Zhenyu, Z.</style></author></authors></contributors><titles><title><style face="normal" font="default" size="100%">Conference on Human Factors in Computing Systems - Proceedings</style></title><secondary-title><style face="normal" font="default" size="100%">Lightweight games user research for indies and non-profit organizations</style></secondary-title></titles><dates><year><style  face="normal" font="default" size="100%">2016</style></year></dates><urls><web-urls><url><style face="normal" font="default" size="100%">http://www.scopus.com/inward/record.url?eid=2-s2.0-85014582696&amp;partnerID=MN8TOARS</style></url></web-urls></urls><language><style face="normal" font="default" size="100%">eng</style></language></record><record><source-app name="Biblio" version="7.x">Drupal-Biblio</source-app><ref-type>17</ref-type><contributors><authors><author><style face="normal" font="default" size="100%">Nacke, L.E.</style></author><author><style face="normal" font="default" size="100%">Cox, A.</style></author><author><style face="normal" font="default" size="100%">Mandryk, R.L.</style></author><author><style face="normal" font="default" size="100%">Cairns, P.</style></author></authors></contributors><titles><title><style face="normal" font="default" size="100%">Conference on Human Factors in Computing Systems - Proceedings</style></title><secondary-title><style face="normal" font="default" size="100%">SIGCHI games: The scope of games and PLAY research at CHI</style></secondary-title></titles><dates><year><style  face="normal" font="default" size="100%">2016</style></year></dates><urls><web-urls><url><style face="normal" font="default" size="100%">http://www.scopus.com/inward/record.url?eid=2-s2.0-85014705241&amp;partnerID=MN8TOARS</style></url></web-urls></urls><language><style face="normal" font="default" size="100%">eng</style></language></record><record><source-app name="Biblio" version="7.x">Drupal-Biblio</source-app><ref-type>47</ref-type><contributors><authors><author><style face="normal" font="default" size="100%">Vanden Abeele, Vero</style></author><author><style face="normal" font="default" size="100%">Lennart E. Nacke</style></author><author><style face="normal" font="default" size="100%">Mekler, Elisa D.</style></author><author><style face="normal" font="default" size="100%">Johnson, Daniel</style></author></authors></contributors><titles><title><style face="normal" font="default" size="100%">Design and Preliminary Validation of The Player Experience Inventory</style></title><secondary-title><style face="normal" font="default" size="100%">Proceedings of the 2016 Annual Symposium on Computer-Human Interaction in Play Companion Extended Abstracts</style></secondary-title><tertiary-title><style face="normal" font="default" size="100%">CHI PLAY Companion '16</style></tertiary-title></titles><keywords><keyword><style  face="normal" font="default" size="100%">evaluation</style></keyword><keyword><style  face="normal" font="default" size="100%">player experience</style></keyword><keyword><style  face="normal" font="default" size="100%">pxi</style></keyword><keyword><style  face="normal" font="default" size="100%">scale</style></keyword></keywords><dates><year><style  face="normal" font="default" size="100%">2016</style></year></dates><urls><web-urls><url><style face="normal" font="default" size="100%">http://doi.acm.org/10.1145/2968120.2987744</style></url></web-urls></urls><publisher><style face="normal" font="default" size="100%">ACM</style></publisher><pub-location><style face="normal" font="default" size="100%">New York, NY, USA</style></pub-location><pages><style face="normal" font="default" size="100%">335–341</style></pages><isbn><style face="normal" font="default" size="100%">978-1-4503-4458-6</style></isbn><language><style face="normal" font="default" size="100%">eng</style></language><abstract><style face="normal" font="default" size="100%">&lt;p&gt;We present the design and preliminary results of the validation of the Player Experience Inventory (PXI). Based on the input of 64 experts in the field of player-computer interaction, we designed and refined this new scale. Our scale is based on the MDA framework (and on Means-End theory, underlying MDA). The PXI incorporates two subscales, one with dimensions at the functional level (i.e., dynamics) and one at the psycho-social level (i.e., aesthetics). The initial results, via principal factor analysis, suggest the scale can be used accurately to evaluate player experience. This work is our first step towards presenting a new, validated survey instrument for player experience evaluation.&lt;/p&gt;</style></abstract></record><record><source-app name="Biblio" version="7.x">Drupal-Biblio</source-app><ref-type>47</ref-type><contributors><authors><author><style face="normal" font="default" size="100%">Kappen, D.L.</style></author><author><style face="normal" font="default" size="100%">Nacke, L.E.</style></author><author><style face="normal" font="default" size="100%">Gerling, K.M.</style></author><author><style face="normal" font="default" size="100%">L. E. Tsotsos</style></author></authors></contributors><titles><title><style face="normal" font="default" size="100%">Design Strategies for Gamified Physical Activity Applications for Older Adults</style></title><secondary-title><style face="normal" font="default" size="100%">2016 49th Hawaii International Conference on System Sciences (HICSS)</style></secondary-title></titles><keywords><keyword><style  face="normal" font="default" size="100%">active lifestyle</style></keyword><keyword><style  face="normal" font="default" size="100%">Aging</style></keyword><keyword><style  face="normal" font="default" size="100%">computer games</style></keyword><keyword><style  face="normal" font="default" size="100%">Context</style></keyword><keyword><style  face="normal" font="default" size="100%">elderly</style></keyword><keyword><style  face="normal" font="default" size="100%">exercise</style></keyword><keyword><style  face="normal" font="default" size="100%">exercise motivation</style></keyword><keyword><style  face="normal" font="default" size="100%">exercise routine</style></keyword><keyword><style  face="normal" font="default" size="100%">fitness</style></keyword><keyword><style  face="normal" font="default" size="100%">Games</style></keyword><keyword><style  face="normal" font="default" size="100%">gamification</style></keyword><keyword><style  face="normal" font="default" size="100%">gamified physical activity</style></keyword><keyword><style  face="normal" font="default" size="100%">geriatrics</style></keyword><keyword><style  face="normal" font="default" size="100%">Guidelines</style></keyword><keyword><style  face="normal" font="default" size="100%">health care</style></keyword><keyword><style  face="normal" font="default" size="100%">interactive systems</style></keyword><keyword><style  face="normal" font="default" size="100%">Interviews</style></keyword><keyword><style  face="normal" font="default" size="100%">Lenses</style></keyword><keyword><style  face="normal" font="default" size="100%">motivation</style></keyword><keyword><style  face="normal" font="default" size="100%">older adult</style></keyword><keyword><style  face="normal" font="default" size="100%">older adults</style></keyword><keyword><style  face="normal" font="default" size="100%">physical activity</style></keyword><keyword><style  face="normal" font="default" size="100%">playful interactive system</style></keyword><keyword><style  face="normal" font="default" size="100%">Protocols</style></keyword><keyword><style  face="normal" font="default" size="100%">sport</style></keyword></keywords><dates><year><style  face="normal" font="default" size="100%">2016</style></year><pub-dates><date><style  face="normal" font="default" size="100%">Jan</style></date></pub-dates></dates><pages><style face="normal" font="default" size="100%">1309-1318</style></pages><language><style face="normal" font="default" size="100%">eng</style></language><abstract><style face="normal" font="default" size="100%">Staying physically active is essential to wellbeing in late life. However, many older adults experience barriers to physical activity. Past research has investigated the development of playful interactive systems to support exercise routines and reduce access barriers. Yet, little research has been done on older adults' needs and preferences regarding technologies that support physical activity. We address this issue through an exploration of older adults' exercise motivations grouped around themes relevant to technology design. We conducted semi-structured interviews with 19 older adults, and followed up with a focus group study of physical trainers and older adults with an active lifestyle. Based on our results, we discuss their conflicting perspectives and challenges on exercise and technology, which leads us to contribute design strategies to support designers as well as researchers wishing to create meaningful and playful fitness applications for older adults.</style></abstract></record><record><source-app name="Biblio" version="7.x">Drupal-Biblio</source-app><ref-type>47</ref-type><contributors><authors><author><style face="normal" font="default" size="100%">Tondello, Gustavo F.</style></author><author><style face="normal" font="default" size="100%">Wehbe, Rina R.</style></author><author><style face="normal" font="default" size="100%">Diamond, Lisa</style></author><author><style face="normal" font="default" size="100%">Busch, Marc</style></author><author><style face="normal" font="default" size="100%">Marczewski, Andrzej</style></author><author><style face="normal" font="default" size="100%">Lennart E. Nacke</style></author></authors></contributors><titles><title><style face="normal" font="default" size="100%">The Gamification User Types Hexad Scale</style></title><secondary-title><style face="normal" font="default" size="100%">Proceedings of the 2016 Annual Symposium on Computer-Human Interaction in Play</style></secondary-title><tertiary-title><style face="normal" font="default" size="100%">CHI PLAY '16</style></tertiary-title></titles><keywords><keyword><style  face="normal" font="default" size="100%">gameful design</style></keyword><keyword><style  face="normal" font="default" size="100%">gamification</style></keyword><keyword><style  face="normal" font="default" size="100%">hexad</style></keyword><keyword><style  face="normal" font="default" size="100%">user types</style></keyword></keywords><dates><year><style  face="normal" font="default" size="100%">2016</style></year></dates><urls><web-urls><url><style face="normal" font="default" size="100%">http://doi.acm.org/10.1145/2967934.2968082</style></url></web-urls></urls><publisher><style face="normal" font="default" size="100%">ACM</style></publisher><pub-location><style face="normal" font="default" size="100%">New York, NY, USA</style></pub-location><pages><style face="normal" font="default" size="100%">229–243</style></pages><isbn><style face="normal" font="default" size="100%">978-1-4503-4456-2</style></isbn><language><style face="normal" font="default" size="100%">eng</style></language><abstract><style face="normal" font="default" size="100%">&lt;p&gt;Several studies have indicated the need for personalizing gamified systems to users' personalities. However, mapping user personality onto design elements is difficult. Hexad is a gamification user types model that attempts this mapping but lacks a standard procedure to assess user preferences. Therefore, we created a 24-items survey response scale to score users' preferences towards the six different motivations in the Hexad framework. We used internal and test-retest reliability analysis, as well as factor analysis, to validate this new scale. Further analysis revealed significant associations of the Hexad user types with the Big Five personality traits. In addition, a correlation analysis confirmed the framework's validity as a measure of user preference towards different game design elements. This scale instrument contributes to games user research because it enables accurate measures of user preference in gamification.&lt;/p&gt;</style></abstract></record><record><source-app name="Biblio" version="7.x">Drupal-Biblio</source-app><ref-type>47</ref-type><contributors><authors><author><style face="normal" font="default" size="100%">Tondello, Gustavo F.</style></author><author><style face="normal" font="default" size="100%">Kappen, Dennis L.</style></author><author><style face="normal" font="default" size="100%">Mekler, Elisa D.</style></author><author><style face="normal" font="default" size="100%">Ganaba, Marim</style></author><author><style face="normal" font="default" size="100%">Lennart E. Nacke</style></author></authors></contributors><titles><title><style face="normal" font="default" size="100%">Heuristic Evaluation for Gameful Design</style></title><secondary-title><style face="normal" font="default" size="100%">Proceedings of the 2016 Annual Symposium on Computer-Human Interaction in Play Companion Extended Abstracts</style></secondary-title><tertiary-title><style face="normal" font="default" size="100%">CHI PLAY Companion '16</style></tertiary-title></titles><keywords><keyword><style  face="normal" font="default" size="100%">gameful design</style></keyword><keyword><style  face="normal" font="default" size="100%">gamification</style></keyword><keyword><style  face="normal" font="default" size="100%">heuristic evaluation</style></keyword></keywords><dates><year><style  face="normal" font="default" size="100%">2016</style></year></dates><urls><web-urls><url><style face="normal" font="default" size="100%">http://doi.acm.org/10.1145/2968120.2987729</style></url></web-urls></urls><publisher><style face="normal" font="default" size="100%">ACM</style></publisher><pub-location><style face="normal" font="default" size="100%">New York, NY, USA</style></pub-location><pages><style face="normal" font="default" size="100%">315–323</style></pages><isbn><style face="normal" font="default" size="100%">978-1-4503-4458-6</style></isbn><language><style face="normal" font="default" size="100%">eng</style></language></record><record><source-app name="Biblio" version="7.x">Drupal-Biblio</source-app><ref-type>47</ref-type><contributors><authors><author><style face="normal" font="default" size="100%">Vaddi, Deepika</style></author><author><style face="normal" font="default" size="100%">Toups, Zachary</style></author><author><style face="normal" font="default" size="100%">Dolgov, Igor</style></author><author><style face="normal" font="default" size="100%">Wehbe, Rina</style></author><author><style face="normal" font="default" size="100%">Nacke, Lennart</style></author></authors></contributors><titles><title><style face="normal" font="default" size="100%">Investigating the Impact of Cooperative Communication Mechanics on Player Performance in Portal 2</style></title><secondary-title><style face="normal" font="default" size="100%">Proceedings of Graphics Interface 2016</style></secondary-title><tertiary-title><style face="normal" font="default" size="100%">GI 2016</style></tertiary-title></titles><dates><year><style  face="normal" font="default" size="100%">2016</style></year></dates><publisher><style face="normal" font="default" size="100%">Canadian Human-Computer Communications Society / Société canadienne du dialogue humain-machine</style></publisher><pages><style face="normal" font="default" size="100%">41–48</style></pages><isbn><style face="normal" font="default" size="100%">978-0-9947868-1-4</style></isbn><language><style face="normal" font="default" size="100%">eng</style></language><abstract><style face="normal" font="default" size="100%">&lt;p&gt;Cooperative communication mechanics, such as avatar gestures or in-game visual pointers, enable player collaboration directly through gameplay. We currently lack a deeper understanding of how players use cooperative communication mechanics, and whether they can effectively supplement or even supplant traditional voice and chat communication. The present research investigated player communication in Portal 2 by testing the game’s native cooperative communication mechanics for dyads of players in custom test chambers. Following our initial hypothesis, players functioned best when they had access to both cooperative communication mechanics and voice. We found that players preferred voice communication, but perceived cooperative communication mechanics as necessary to coordinate interdependent actions.&lt;/p&gt;</style></abstract></record><record><source-app name="Biblio" version="7.x">Drupal-Biblio</source-app><ref-type>17</ref-type><contributors><authors><author><style face="normal" font="default" size="100%">Nogueira, P.A.</style></author><author><style face="normal" font="default" size="100%">Torres, V.</style></author><author><style face="normal" font="default" size="100%">Rodrigues, R.</style></author><author><style face="normal" font="default" size="100%">Oliveira, E.</style></author><author><style face="normal" font="default" size="100%">Nacke, L.E.</style></author></authors></contributors><titles><title><style face="normal" font="default" size="100%">Journal on Multimodal User Interfaces</style></title><secondary-title><style face="normal" font="default" size="100%">Vanishing scares: biofeedback modulation of affective player experiences in a procedural horror game</style></secondary-title></titles><dates><year><style  face="normal" font="default" size="100%">2016</style></year></dates><urls><web-urls><url><style face="normal" font="default" size="100%">http://www.scopus.com/inward/record.url?eid=2-s2.0-84959516279&amp;partnerID=MN8TOARS</style></url></web-urls></urls><language><style face="normal" font="default" size="100%">eng</style></language></record><record><source-app name="Biblio" version="7.x">Drupal-Biblio</source-app><ref-type>47</ref-type><contributors><authors><author><style face="normal" font="default" size="100%">Lennart E. Nacke</style></author><author><style face="normal" font="default" size="100%">Moser, Christiane</style></author><author><style face="normal" font="default" size="100%">Drachen, Anders</style></author><author><style face="normal" font="default" size="100%">Mirza-Babaei, Pejman</style></author><author><style face="normal" font="default" size="100%">Abney, Andrea</style></author><author><style face="normal" font="default" size="100%">Zhenyu, Zhu (Cole)</style></author></authors></contributors><titles><title><style face="normal" font="default" size="100%">Lightweight Games User Research for Indies and Non-Profit Organizations</style></title><secondary-title><style face="normal" font="default" size="100%">Proceedings of the 2016 CHI Conference Extended Abstracts on Human Factors in Computing Systems</style></secondary-title><tertiary-title><style face="normal" font="default" size="100%">CHI EA '16</style></tertiary-title></titles><keywords><keyword><style  face="normal" font="default" size="100%">games 4 health</style></keyword><keyword><style  face="normal" font="default" size="100%">games for change</style></keyword><keyword><style  face="normal" font="default" size="100%">games research</style></keyword><keyword><style  face="normal" font="default" size="100%">games user research</style></keyword><keyword><style  face="normal" font="default" size="100%">playability</style></keyword><keyword><style  face="normal" font="default" size="100%">usability</style></keyword><keyword><style  face="normal" font="default" size="100%">user experience</style></keyword></keywords><dates><year><style  face="normal" font="default" size="100%">2016</style></year></dates><urls><web-urls><url><style face="normal" font="default" size="100%">http://doi.acm.org/10.1145/2851581.2856504</style></url></web-urls></urls><publisher><style face="normal" font="default" size="100%">ACM</style></publisher><pub-location><style face="normal" font="default" size="100%">New York, NY, USA</style></pub-location><pages><style face="normal" font="default" size="100%">3597–3603</style></pages><isbn><style face="normal" font="default" size="100%">978-1-4503-4082-3</style></isbn><language><style face="normal" font="default" size="100%">eng</style></language><abstract><style face="normal" font="default" size="100%">&lt;p&gt;The Games User Research (GUR) community has thrived at CHI with four workshops and a course since CHI 2012; all of these were well attended. In line with the #chi4good spirit this year, the GUR field must advance towards demographics that will benefit from GUR but are currently underrepresented in the community: Small, independent developers, non-profit organizations, and academics that create mobile games, games for health or change, or educational games. This workshop will be a think tank for participants to construct collective knowledge, share and discuss. We plan to discuss topics online beyond the workshop via the International Game Developer Associations Special Interest Group on GUR, which serves as a basis for disseminating workshop outcomes and further discussion.&lt;/p&gt;</style></abstract></record><record><source-app name="Biblio" version="7.x">Drupal-Biblio</source-app><ref-type>5</ref-type><contributors><authors><author><style face="normal" font="default" size="100%">Wiemeyer, Josef</style></author><author><style face="normal" font="default" size="100%">Nacke, Lennart</style></author><author><style face="normal" font="default" size="100%">Moser, Christiane</style></author><author><style face="normal" font="default" size="100%">`Floyd' Mueller, Florian</style></author></authors><secondary-authors><author><style face="normal" font="default" size="100%">Dörner, Ralf</style></author><author><style face="normal" font="default" size="100%">Göbel, Stefan</style></author><author><style face="normal" font="default" size="100%">Effelsberg, Wolfgang</style></author><author><style face="normal" font="default" size="100%">Wiemeyer, Josef</style></author></secondary-authors></contributors><titles><title><style face="normal" font="default" size="100%">Player Experience</style></title><secondary-title><style face="normal" font="default" size="100%">Serious Games: Foundations, Concepts and Practice</style></secondary-title></titles><dates><year><style  face="normal" font="default" size="100%">2016</style></year></dates><urls><web-urls><url><style face="normal" font="default" size="100%">http://dx.doi.org/10.1007/978-3-319-40612-1_9</style></url></web-urls></urls><publisher><style face="normal" font="default" size="100%">Springer International Publishing</style></publisher><pub-location><style face="normal" font="default" size="100%">Cham</style></pub-location><pages><style face="normal" font="default" size="100%">243–271</style></pages><isbn><style face="normal" font="default" size="100%">978-3-319-40612-1</style></isbn><language><style face="normal" font="default" size="100%">eng</style></language><abstract><style face="normal" font="default" size="100%">&lt;p&gt;In computer science, the concept of user experience has proven to be beneficial in order to improve the quality of interaction between software and its users, by taking users’ emotions and attitudes into account. In general, user experience focuses on interaction. As not only interaction (e.g., good usability) is of importance for players, this chapter discusses how the concept of user experience can not only be applied to serious games, but also how it can be extended in order to cover the characteristics of games as a special software. For this refined concept, the term&amp;nbsp;&lt;em&gt;player experience&lt;/em&gt;&amp;nbsp;has been coined. First, the concept of player experience is introduced in this chapter. The adequate conceptualization of player experience requires differentiating specific dimensions like (game-) flow, immersion, challenge, tension, competence, and emotions. Because of the individual nature of player experience, psychological models need to be used for the conceptualization as they are able to reflect this multidimensional structure. In addition, interdisciplinary models are needed in order to address the various factors influencing player experience. This ensures a holistic approach. Second, the question how to measure player experience is discussed. Here, different levels have to be distinguished: Behavior, physiological reactions, and subjective experience. Finally, it is shown how knowledge about player experience can be employed to develop serious games systematically and to improve their quality.&lt;/p&gt;</style></abstract></record><record><source-app name="Biblio" version="7.x">Drupal-Biblio</source-app><ref-type>17</ref-type><contributors><authors><author><style face="normal" font="default" size="100%">Wehbe, R.R.</style></author><author><style face="normal" font="default" size="100%">Nacke, L.E.</style></author><author><style face="normal" font="default" size="100%">Watson, D.K.</style></author><author><style face="normal" font="default" size="100%">Tondello, G.F.</style></author></authors></contributors><titles><title><style face="normal" font="default" size="100%">Proceedings of the 2016 ACM International Conference on Interactive Surfaces and Spaces: Nature Meets Interactive Surfaces, ISS 2016</style></title><secondary-title><style face="normal" font="default" size="100%">ABOVE WATER: Extending the play space for health</style></secondary-title></titles><dates><year><style  face="normal" font="default" size="100%">2016</style></year></dates><urls><web-urls><url><style face="normal" font="default" size="100%">http://www.scopus.com/inward/record.url?eid=2-s2.0-85006007579&amp;partnerID=MN8TOARS</style></url></web-urls></urls><language><style face="normal" font="default" size="100%">eng</style></language></record><record><source-app name="Biblio" version="7.x">Drupal-Biblio</source-app><ref-type>17</ref-type><contributors><authors><author><style face="normal" font="default" size="100%">Tondello, G.F.</style></author><author><style face="normal" font="default" size="100%">Nacke, L.E.</style></author><author><style face="normal" font="default" size="100%">Wehbe, R.R.</style></author></authors></contributors><titles><title><style face="normal" font="default" size="100%">Proceedings of the 2016 ACM International Conference on Interactive Surfaces and Spaces: Nature Meets Interactive Surfaces, ISS 2016</style></title><secondary-title><style face="normal" font="default" size="100%">CHI PLAYGUE: A mobile conference networking game</style></secondary-title></titles><dates><year><style  face="normal" font="default" size="100%">2016</style></year></dates><urls><web-urls><url><style face="normal" font="default" size="100%">http://www.scopus.com/inward/record.url?eid=2-s2.0-85006063453&amp;partnerID=MN8TOARS</style></url></web-urls></urls><language><style face="normal" font="default" size="100%">eng</style></language></record><record><source-app name="Biblio" version="7.x">Drupal-Biblio</source-app><ref-type>17</ref-type><contributors><authors><author><style face="normal" font="default" size="100%">Kappen, D.L.</style></author><author><style face="normal" font="default" size="100%">Nacke, L.E.</style></author><author><style face="normal" font="default" size="100%">Gerling, K.M.</style></author><author><style face="normal" font="default" size="100%">Tsotsos, L.E.</style></author></authors></contributors><titles><title><style face="normal" font="default" size="100%">Proceedings of the Annual Hawaii International Conference on System Sciences</style></title><secondary-title><style face="normal" font="default" size="100%">Design strategies for gamified physical activity applications for older adults</style></secondary-title></titles><dates><year><style  face="normal" font="default" size="100%">2016</style></year></dates><urls><web-urls><url><style face="normal" font="default" size="100%">http://www.scopus.com/inward/record.url?eid=2-s2.0-84975487647&amp;partnerID=MN8TOARS</style></url></web-urls></urls><language><style face="normal" font="default" size="100%">eng</style></language></record><record><source-app name="Biblio" version="7.x">Drupal-Biblio</source-app><ref-type>47</ref-type><contributors><authors><author><style face="normal" font="default" size="100%">Toups, Zachary O.</style></author><author><style face="normal" font="default" size="100%">Crenshaw, Nicole K.</style></author><author><style face="normal" font="default" size="100%">Wehbe, Rina R.</style></author><author><style face="normal" font="default" size="100%">Tondello, Gustavo F.</style></author><author><style face="normal" font="default" size="100%">Lennart E. Nacke</style></author></authors></contributors><titles><title><style face="normal" font="default" size="100%">&amp;quot;The Collecting Itself Feels Good&amp;quot;: Towards Collection Interfaces for Digital Game Objects</style></title><secondary-title><style face="normal" font="default" size="100%">Proceedings of the 2016 Annual Symposium on Computer-Human Interaction in Play</style></secondary-title><tertiary-title><style face="normal" font="default" size="100%">CHI PLAY '16</style></tertiary-title></titles><keywords><keyword><style  face="normal" font="default" size="100%">collecting behaviors</style></keyword><keyword><style  face="normal" font="default" size="100%">digital game objects</style></keyword></keywords><dates><year><style  face="normal" font="default" size="100%">2016</style></year></dates><urls><web-urls><url><style face="normal" font="default" size="100%">http://doi.acm.org/10.1145/2967934.2968088</style></url></web-urls></urls><publisher><style face="normal" font="default" size="100%">ACM</style></publisher><pub-location><style face="normal" font="default" size="100%">New York, NY, USA</style></pub-location><pages><style face="normal" font="default" size="100%">276–290</style></pages><isbn><style face="normal" font="default" size="100%">978-1-4503-4456-2</style></isbn><language><style face="normal" font="default" size="100%">eng</style></language><abstract><style face="normal" font="default" size="100%">&lt;p&gt;Digital games offer a variety of collectible objects. We investigate players' collecting behaviors in digital games to determine what digital game objects players enjoyed collecting and why they valued these objects. Using this information, we seek to inform the design of future digital game object collection interfaces. We discuss the types of objects that players prefer, the reasons that players value digital game objects, and how collection behaviors may guide play. Through our findings, we identify design implications for digital game object collection interfaces: enable object curation, preserve rules and mechanics, preserve context of play, and allow players to share their collections with others. Digital game object collection interfaces are applicable to the design of digital games, gamified applications, and educational software.&lt;/p&gt;</style></abstract></record><record><source-app name="Biblio" version="7.x">Drupal-Biblio</source-app><ref-type>47</ref-type><contributors><authors><author><style face="normal" font="default" size="100%">Lennart E. Nacke</style></author><author><style face="normal" font="default" size="100%">Cox, Anna</style></author><author><style face="normal" font="default" size="100%">Mandryk, Regan L.</style></author><author><style face="normal" font="default" size="100%">Cairns, Paul</style></author></authors></contributors><titles><title><style face="normal" font="default" size="100%">SIGCHI Games: The Scope of Games and Play Research at CHI</style></title><secondary-title><style face="normal" font="default" size="100%">Proceedings of the 2016 CHI Conference Extended Abstracts on Human Factors in Computing Systems</style></secondary-title><tertiary-title><style face="normal" font="default" size="100%">CHI EA '16</style></tertiary-title></titles><keywords><keyword><style  face="normal" font="default" size="100%">CHI PLAY</style></keyword><keyword><style  face="normal" font="default" size="100%">entertainment</style></keyword><keyword><style  face="normal" font="default" size="100%">gameful</style></keyword><keyword><style  face="normal" font="default" size="100%">Games</style></keyword><keyword><style  face="normal" font="default" size="100%">gamification</style></keyword><keyword><style  face="normal" font="default" size="100%">HCI</style></keyword><keyword><style  face="normal" font="default" size="100%">play</style></keyword><keyword><style  face="normal" font="default" size="100%">player experience</style></keyword><keyword><style  face="normal" font="default" size="100%">video games</style></keyword></keywords><dates><year><style  face="normal" font="default" size="100%">2016</style></year></dates><urls><web-urls><url><style face="normal" font="default" size="100%">http://doi.acm.org/10.1145/2851581.2886438</style></url></web-urls></urls><publisher><style face="normal" font="default" size="100%">ACM</style></publisher><pub-location><style face="normal" font="default" size="100%">New York, NY, USA</style></pub-location><pages><style face="normal" font="default" size="100%">1088–1091</style></pages><isbn><style face="normal" font="default" size="100%">978-1-4503-4082-3</style></isbn><language><style face="normal" font="default" size="100%">eng</style></language><abstract><style face="normal" font="default" size="100%">&lt;p&gt;The games research community at CHI has become an ever-growing significant part of the conference, demonstrated by the SIGCHI-sponsored CHI PLAY conference and the inclusion of a games subcommittee at CHI 2016. Given the increase in quantity and variety of submissions, and the involvement and engagement of practitioners within the community, it is important for the community to have this SIG as a forum. We plan to give a brief overview of the history of game research at CHI as well as its current state. Then, we want to engage the community in a discussion about the scope that games research at CHI should have and where we want to take this community from here. We want to vibrantly explore new outlets for academic dissemination, community outreach, and collaborations with practitioners.&lt;/p&gt;</style></abstract></record><record><source-app name="Biblio" version="7.x">Drupal-Biblio</source-app><ref-type>17</ref-type><contributors><authors><author><style face="normal" font="default" size="100%">Nogueira, Pedro A.</style></author><author><style face="normal" font="default" size="100%">Torres, Vasco</style></author><author><style face="normal" font="default" size="100%">Rodrigues, Rui</style></author><author><style face="normal" font="default" size="100%">Oliveira, Eugénio</style></author><author><style face="normal" font="default" size="100%">Lennart E. Nacke</style></author></authors></contributors><titles><title><style face="normal" font="default" size="100%">Vanishing scares: biofeedback modulation of affective player experiences in a procedural horror game</style></title><secondary-title><style face="normal" font="default" size="100%">Journal on Multimodal User Interfaces</style></secondary-title></titles><dates><year><style  face="normal" font="default" size="100%">2016</style></year></dates><urls><web-urls><url><style face="normal" font="default" size="100%">http://dx.doi.org/10.1007/s12193-015-0208-1</style></url></web-urls></urls><volume><style face="normal" font="default" size="100%">10</style></volume><pages><style face="normal" font="default" size="100%">31–62</style></pages><language><style face="normal" font="default" size="100%">eng</style></language><abstract><style face="normal" font="default" size="100%">To understand the impact of emotionally driven games on player experience, we developed a procedural horror game (Vanish) capable of run-time level, asset, and event generation. Vanish was augmented to interpret players' physiological data as a simplified emotional state, mapping it to a set of adaptation rules that modify the player experience. To explore the effects of adaptation mechanisms on player experience, we conducted a mixed-methods study on three different versions of the game, two of which integrated varying biofeedback mechanisms. Players' affective experiences were objectively measured by analysing physiological data. Additionally, subjective experience was recorded through the use of the Game Experience Questionnaire. Our study confirmed that biofeedback functionality had a statistically significant effect on the ratings of player experience dimensions: immersion, tension, positive affect, and negative affect. Furthermore, participants reported noticeable differences in player experience, favouring the added depth present in the biofeedback-enabled iterations of the game. In the future, these conclusions will help to develop more immersive and engaging player experiences.</style></abstract><issue><style face="normal" font="default" size="100%">1</style></issue></record><record><source-app name="Biblio" version="7.x">Drupal-Biblio</source-app><ref-type>47</ref-type><contributors><authors><author><style face="normal" font="default" size="100%">Lennart E. Nacke</style></author><author><style face="normal" font="default" size="100%">Engels, Steve</style></author><author><style face="normal" font="default" size="100%">Mirza-Babaei, Pejman</style></author></authors></contributors><titles><title><style face="normal" font="default" size="100%">Actionable Inexpensive Games User Research</style></title><secondary-title><style face="normal" font="default" size="100%">Proceedings of the 33rd Annual ACM Conference Extended Abstracts on Human Factors in Computing Systems</style></secondary-title><tertiary-title><style face="normal" font="default" size="100%">CHI EA '15</style></tertiary-title></titles><keywords><keyword><style  face="normal" font="default" size="100%">evaluation</style></keyword><keyword><style  face="normal" font="default" size="100%">game analytics</style></keyword><keyword><style  face="normal" font="default" size="100%">game usability</style></keyword><keyword><style  face="normal" font="default" size="100%">games user research</style></keyword><keyword><style  face="normal" font="default" size="100%">playtesting</style></keyword><keyword><style  face="normal" font="default" size="100%">user experience</style></keyword><keyword><style  face="normal" font="default" size="100%">user testing</style></keyword></keywords><dates><year><style  face="normal" font="default" size="100%">2015</style></year></dates><urls><web-urls><url><style face="normal" font="default" size="100%">http://doi.acm.org/10.1145/2702613.2706681</style></url></web-urls></urls><publisher><style face="normal" font="default" size="100%">ACM</style></publisher><pub-location><style face="normal" font="default" size="100%">New York, NY, USA</style></pub-location><pages><style face="normal" font="default" size="100%">2461–2462</style></pages><isbn><style face="normal" font="default" size="100%">978-1-4503-3146-3</style></isbn><language><style face="normal" font="default" size="100%">eng</style></language></record><record><source-app name="Biblio" version="7.x">Drupal-Biblio</source-app><ref-type>47</ref-type><contributors><authors><author><style face="normal" font="default" size="100%">Johnson, Daniel</style></author><author><style face="normal" font="default" size="100%">Lennart E. Nacke</style></author><author><style face="normal" font="default" size="100%">Wyeth, Peta</style></author></authors></contributors><titles><title><style face="normal" font="default" size="100%">All About That Base: Differing Player Experiences in Video Game Genres and the Unique Case of MOBA Games</style></title><secondary-title><style face="normal" font="default" size="100%">Proceedings of the 33rd Annual ACM Conference on Human Factors in Computing Systems</style></secondary-title><tertiary-title><style face="normal" font="default" size="100%">CHI '15</style></tertiary-title></titles><keywords><keyword><style  face="normal" font="default" size="100%">Games</style></keyword><keyword><style  face="normal" font="default" size="100%">player experience</style></keyword><keyword><style  face="normal" font="default" size="100%">self-determination theory</style></keyword></keywords><dates><year><style  face="normal" font="default" size="100%">2015</style></year></dates><urls><web-urls><url><style face="normal" font="default" size="100%">http://doi.acm.org/10.1145/2702123.2702447</style></url></web-urls></urls><publisher><style face="normal" font="default" size="100%">ACM</style></publisher><pub-location><style face="normal" font="default" size="100%">New York, NY, USA</style></pub-location><pages><style face="normal" font="default" size="100%">2265–2274</style></pages><isbn><style face="normal" font="default" size="100%">978-1-4503-3145-6</style></isbn><language><style face="normal" font="default" size="100%">eng</style></language></record><record><source-app name="Biblio" version="7.x">Drupal-Biblio</source-app><ref-type>17</ref-type><contributors><authors><author><style face="normal" font="default" size="100%">Vaddi, D.</style></author><author><style face="normal" font="default" size="100%">Stahlke, S.N.</style></author><author><style face="normal" font="default" size="100%">Wehbe, R.R.</style></author><author><style face="normal" font="default" size="100%">Koroluk, R.</style></author><author><style face="normal" font="default" size="100%">Toups, Z.O.</style></author><author><style face="normal" font="default" size="100%">Nacke, L.E.</style></author></authors></contributors><titles><title><style face="normal" font="default" size="100%">CHI PLAY 2015 - Proceedings of the 2015 Annual Symposium on Computer-Human Interaction in Play</style></title><secondary-title><style face="normal" font="default" size="100%">Validating test chambers to study cooperative communication mechanics in portal 2</style></secondary-title></titles><dates><year><style  face="normal" font="default" size="100%">2015</style></year></dates><urls><web-urls><url><style face="normal" font="default" size="100%">http://www.scopus.com/inward/record.url?eid=2-s2.0-84959449557&amp;partnerID=MN8TOARS</style></url></web-urls></urls><language><style face="normal" font="default" size="100%">eng</style></language></record><record><source-app name="Biblio" version="7.x">Drupal-Biblio</source-app><ref-type>17</ref-type><contributors><authors><author><style face="normal" font="default" size="100%">Wehbe, R.R.</style></author><author><style face="normal" font="default" size="100%">Nacke, L.E.</style></author></authors></contributors><titles><title><style face="normal" font="default" size="100%">CHI PLAY 2015 - Proceedings of the 2015 Annual Symposium on Computer-Human Interaction in Play</style></title><secondary-title><style face="normal" font="default" size="100%">Towards understanding the importance of co-located gameplay</style></secondary-title></titles><dates><year><style  face="normal" font="default" size="100%">2015</style></year></dates><urls><web-urls><url><style face="normal" font="default" size="100%">http://www.scopus.com/inward/record.url?eid=2-s2.0-84959440644&amp;partnerID=MN8TOARS</style></url></web-urls></urls><language><style face="normal" font="default" size="100%">eng</style></language></record><record><source-app name="Biblio" version="7.x">Drupal-Biblio</source-app><ref-type>17</ref-type><contributors><authors><author><style face="normal" font="default" size="100%">Tondello, G.F.</style></author><author><style face="normal" font="default" size="100%">Wehbe, R.R.</style></author><author><style face="normal" font="default" size="100%">Toups, Z.O.</style></author><author><style face="normal" font="default" size="100%">Nacke, L.E.</style></author><author><style face="normal" font="default" size="100%">Crenshaw, N.K.</style></author></authors></contributors><titles><title><style face="normal" font="default" size="100%">CHI PLAY 2015 - 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Proceedings</style></title><secondary-title><style face="normal" font="default" size="100%">Player experience: Mixed methods and reporting results</style></secondary-title></titles><dates><year><style  face="normal" font="default" size="100%">2014</style></year></dates><urls><web-urls><url><style face="normal" font="default" size="100%">http://www.scopus.com/inward/record.url?eid=2-s2.0-84900564504&amp;partnerID=MN8TOARS</style></url></web-urls></urls><language><style face="normal" font="default" size="100%">eng</style></language></record><record><source-app name="Biblio" version="7.x">Drupal-Biblio</source-app><ref-type>17</ref-type><contributors><authors><author><style face="normal" font="default" size="100%">Nacke, L.E.</style></author><author><style face="normal" font="default" size="100%">Bateman, C.</style></author><author><style face="normal" font="default" size="100%">Mandryk, R.L.</style></author></authors></contributors><titles><title><style face="normal" font="default" size="100%">Entertainment Computing</style></title><secondary-title><style face="normal" font="default" size="100%">BrainHex: A neurobiological gamer typology survey</style></secondary-title></titles><dates><year><style  face="normal" font="default" size="100%">2014</style></year></dates><urls><web-urls><url><style face="normal" font="default" size="100%">http://www.scopus.com/inward/record.url?eid=2-s2.0-84897570379&amp;partnerID=MN8TOARS</style></url></web-urls></urls><language><style face="normal" font="default" size="100%">eng</style></language></record><record><source-app name="Biblio" version="7.x">Drupal-Biblio</source-app><ref-type>47</ref-type><contributors><authors><author><style face="normal" font="default" size="100%">Nogueira, P.A.</style></author><author><style face="normal" font="default" size="100%">Aguiar, R.</style></author><author><style face="normal" font="default" size="100%">Rodrigues, R.</style></author><author><style face="normal" font="default" size="100%">Oliveira, E.</style></author><author><style face="normal" font="default" size="100%">Nacke, L.E.</style></author></authors></contributors><titles><title><style face="normal" font="default" size="100%">Proceedings of the 10th AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment, AIIDE 2014</style></title><secondary-title><style face="normal" font="default" size="100%">Fuzzy affective player models: A physiology-based hierarchical clustering method</style></secondary-title></titles><dates><year><style  face="normal" font="default" size="100%">2014</style></year></dates><urls><web-urls><url><style face="normal" font="default" size="100%">http://www.scopus.com/inward/record.url?eid=2-s2.0-84916936682&amp;partnerID=MN8TOARS</style></url></web-urls></urls><language><style face="normal" font="default" size="100%">eng</style></language></record><record><source-app name="Biblio" version="7.x">Drupal-Biblio</source-app><ref-type>17</ref-type><contributors><authors><author><style face="normal" font="default" size="100%">Nogueira, P.A.</style></author><author><style face="normal" font="default" size="100%">Aguiar, R.</style></author><author><style face="normal" font="default" size="100%">Rodrigues, R.</style></author><author><style face="normal" font="default" size="100%">Oliveira, E.</style></author><author><style face="normal" font="default" size="100%">Nacke, L.E.</style></author></authors></contributors><titles><title><style face="normal" font="default" size="100%">Proceedings of the 10th AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment, AIIDE 2014</style></title><secondary-title><style face="normal" font="default" size="100%">Fuzzy affective player models: A physiology-based hierarchical clustering method</style></secondary-title></titles><dates><year><style  face="normal" font="default" size="100%">2014</style></year></dates><urls><web-urls><url><style face="normal" font="default" size="100%">http://www.scopus.com/inward/record.url?eid=2-s2.0-84916936682&amp;partnerID=MN8TOARS</style></url></web-urls></urls><language><style face="normal" font="default" size="100%">eng</style></language></record><record><source-app name="Biblio" version="7.x">Drupal-Biblio</source-app><ref-type>47</ref-type><contributors><authors><author><style face="normal" font="default" size="100%">Lennart E. Nacke</style></author><author><style face="normal" font="default" size="100%">Klauser, Matthias</style></author><author><style face="normal" font="default" size="100%">Prescod, Paul</style></author></authors></contributors><titles><title><style face="normal" font="default" size="100%">Social Player Analytics in a Facebook Health Game</style></title><secondary-title><style face="normal" font="default" size="100%">Proceedings of HCI Korea</style></secondary-title><tertiary-title><style face="normal" font="default" size="100%">HCIK '15</style></tertiary-title></titles><keywords><keyword><style  face="normal" font="default" size="100%">Facebook games</style></keyword><keyword><style  face="normal" font="default" size="100%">game analytics</style></keyword><keyword><style  face="normal" font="default" size="100%">game design</style></keyword><keyword><style  face="normal" font="default" size="100%">game metrics</style></keyword><keyword><style  face="normal" font="default" size="100%">health games</style></keyword><keyword><style  face="normal" font="default" size="100%">sociability</style></keyword><keyword><style  face="normal" font="default" size="100%">social games</style></keyword></keywords><dates><year><style  face="normal" font="default" size="100%">2014</style></year></dates><urls><web-urls><url><style face="normal" font="default" size="100%">http://dl.acm.org/citation.cfm?id=2729485.2729512</style></url></web-urls></urls><publisher><style face="normal" font="default" size="100%">Hanbit Media, Inc.</style></publisher><pub-location><style face="normal" font="default" size="100%">South Korea</style></pub-location><pages><style face="normal" font="default" size="100%">180–187</style></pages><isbn><style face="normal" font="default" size="100%">978-89-6848-752-1</style></isbn><language><style face="normal" font="default" size="100%">eng</style></language><abstract><style face="normal" font="default" size="100%">&lt;p&gt;Social health games can drive healthy behaviour. To track social behaviour change in social network games (SNGs), gameplay metrics should quantify socially-engaging gameplay behaviour based on player interactions. We developed social player metrics in a quantitative study of player behaviour in a social health game called Healthseeker (developed by Ayogo Health Inc.). This Facebook game targets people with diabetes to help them manage health goals in real life. Our metrics identify which game mechanics led to more gameplay success, connectedness and virality. We also identified how the behaviour of successful players differs from unsuccessful players in the game. Our results support that game mechanics aiming at social interactions can motivate players to solve more missions, to fulfill more healthy goals and to play the game longer. 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size="100%">http://www.scopus.com/inward/record.url?eid=2-s2.0-84905491903&amp;partnerID=MN8TOARS</style></url></web-urls></urls><language><style face="normal" font="default" size="100%">eng</style></language></record><record><source-app name="Biblio" version="7.x">Drupal-Biblio</source-app><ref-type>17</ref-type><contributors><authors><author><style face="normal" font="default" size="100%">Kappen, D.L.</style></author><author><style face="normal" font="default" size="100%">Nacke, L.E.</style></author></authors></contributors><titles><title><style face="normal" font="default" size="100%">ACM International Conference Proceeding Series</style></title><secondary-title><style face="normal" font="default" size="100%">The kaleidoscope of effective gamification: Deconstructing gamification in business applications</style></secondary-title></titles><dates><year><style  face="normal" font="default" size="100%">2013</style></year></dates><urls><web-urls><url><style face="normal" font="default" size="100%">http://www.scopus.com/inward/record.url?eid=2-s2.0-84905491903&amp;partnerID=MN8TOARS</style></url></web-urls></urls><language><style face="normal" font="default" size="100%">eng</style></language></record><record><source-app name="Biblio" version="7.x">Drupal-Biblio</source-app><ref-type>17</ref-type><contributors><authors><author><style face="normal" font="default" size="100%">Nacke, L.E.</style></author><author><style face="normal" font="default" size="100%">Harrigan, K.</style></author><author><style face="normal" font="default" size="100%">Randall, N.</style></author></authors></contributors><titles><title><style face="normal" font="default" size="100%">ACM International Conference Proceeding Series</style></title><secondary-title><style face="normal" font="default" size="100%">Foreword</style></secondary-title></titles><dates><year><style  face="normal" font="default" size="100%">2013</style></year></dates><urls><web-urls><url><style face="normal" font="default" size="100%">http://www.scopus.com/inward/record.url?eid=2-s2.0-84905500362&amp;partnerID=MN8TOARS</style></url></web-urls></urls><language><style face="normal" font="default" size="100%">eng</style></language></record><record><source-app name="Biblio" version="7.x">Drupal-Biblio</source-app><ref-type>47</ref-type><contributors><authors><author><style face="normal" font="default" size="100%">Costa, J.P.</style></author><author><style face="normal" font="default" size="100%">Wehbe, R.R.</style></author><author><style face="normal" font="default" size="100%">Robb, J.</style></author><author><style face="normal" font="default" size="100%">Nacke, L.E.</style></author></authors></contributors><titles><title><style face="normal" font="default" size="100%">ACM International Conference Proceeding Series</style></title><secondary-title><style face="normal" font="default" size="100%">Time's up: Studying leaderboards for engaging punctual behaviour</style></secondary-title></titles><dates><year><style  face="normal" font="default" size="100%">2013</style></year></dates><urls><web-urls><url><style face="normal" font="default" size="100%">http://www.scopus.com/inward/record.url?eid=2-s2.0-84905507404&amp;partnerID=MN8TOARS</style></url></web-urls></urls><language><style face="normal" font="default" size="100%">eng</style></language></record><record><source-app name="Biblio" version="7.x">Drupal-Biblio</source-app><ref-type>17</ref-type><contributors><authors><author><style face="normal" font="default" size="100%">Costa, J.P.</style></author><author><style face="normal" font="default" size="100%">Wehbe, R.R.</style></author><author><style face="normal" font="default" size="100%">Robb, J.</style></author><author><style face="normal" font="default" size="100%">Nacke, L.E.</style></author></authors></contributors><titles><title><style face="normal" font="default" size="100%">ACM International Conference Proceeding 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Computing Systems - Proceedings</style></title><secondary-title><style face="normal" font="default" size="100%">Brain and body interfaces: Designing for meaningful interaction</style></secondary-title></titles><dates><year><style  face="normal" font="default" size="100%">2011</style></year></dates><urls><web-urls><url><style face="normal" font="default" size="100%">http://www.scopus.com/inward/record.url?eid=2-s2.0-79957939856&amp;partnerID=MN8TOARS</style></url></web-urls></urls><language><style face="normal" font="default" size="100%">eng</style></language></record><record><source-app name="Biblio" version="7.x">Drupal-Biblio</source-app><ref-type>47</ref-type><contributors><authors><author><style face="normal" font="default" size="100%">Deterding, S.</style></author><author><style face="normal" font="default" size="100%">O'Hara, K.</style></author><author><style face="normal" font="default" size="100%">Sicart, M.</style></author><author><style face="normal" font="default" size="100%">Dixon, D.</style></author><author><style face="normal" font="default" size="100%">Nacke, L.</style></author></authors></contributors><titles><title><style face="normal" font="default" size="100%">Conference on Human Factors in Computing Systems - Proceedings</style></title><secondary-title><style face="normal" font="default" size="100%">Gamification: Using game design elements in non-gaming contexts</style></secondary-title></titles><dates><year><style  face="normal" font="default" size="100%">2011</style></year></dates><urls><web-urls><url><style face="normal" font="default" size="100%">http://www.scopus.com/inward/record.url?eid=2-s2.0-79957930613&amp;partnerID=MN8TOARS</style></url></web-urls></urls><language><style face="normal" font="default" size="100%">eng</style></language></record><record><source-app name="Biblio" version="7.x">Drupal-Biblio</source-app><ref-type>6</ref-type><contributors><authors><author><style face="normal" font="default" size="100%">Lund, A.</style></author><author><style face="normal" font="default" size="100%">Kurniawan, S.</style></author><author><style face="normal" font="default" size="100%">Perkins, A.</style></author><author><style face="normal" font="default" size="100%">Nacke, L.E.</style></author></authors></contributors><titles><title><style face="normal" font="default" size="100%">Conference on Human Factors in Computing Systems - Proceedings</style></title><secondary-title><style face="normal" font="default" size="100%">CHI 2011 accessible games SIG</style></secondary-title></titles><dates><year><style  face="normal" font="default" size="100%">2011</style></year></dates><urls><web-urls><url><style face="normal" font="default" size="100%">http://www.scopus.com/inward/record.url?eid=2-s2.0-79957950070&amp;partnerID=MN8TOARS</style></url></web-urls></urls><language><style face="normal" font="default" size="100%">eng</style></language></record><record><source-app name="Biblio" version="7.x">Drupal-Biblio</source-app><ref-type>17</ref-type><contributors><authors><author><style face="normal" font="default" size="100%">Nacke, L.E.</style></author><author><style face="normal" font="default" size="100%">Stellmach, S.</style></author><author><style face="normal" font="default" size="100%">Sasse, D.</style></author><author><style face="normal" font="default" size="100%">Niesenhaus, J.</style></author><author><style face="normal" font="default" size="100%">Dachselt, R.</style></author></authors></contributors><titles><title><style face="normal" font="default" size="100%">Entertainment Computing</style></title><secondary-title><style face="normal" font="default" size="100%">LAIF: A logging and interaction framework for gaze-based interfaces in virtual entertainment environments</style></secondary-title></titles><dates><year><style  face="normal" font="default" size="100%">2011</style></year></dates><urls><web-urls><url><style face="normal" font="default" size="100%">http://www.scopus.com/inward/record.url?eid=2-s2.0-81455136854&amp;partnerID=MN8TOARS</style></url></web-urls></urls><language><style face="normal" font="default" size="100%">eng</style></language></record><record><source-app name="Biblio" version="7.x">Drupal-Biblio</source-app><ref-type>6</ref-type><contributors><authors><author><style face="normal" font="default" size="100%">Matias Kivikangas, J.</style></author><author><style face="normal" font="default" size="100%">Nacke, L.</style></author><author><style face="normal" font="default" size="100%">Ravaja, N.</style></author></authors></contributors><titles><title><style face="normal" font="default" size="100%">Entertainment Computing</style></title><secondary-title><style face="normal" font="default" size="100%">Developing a triangulation system for digital game events, observational video, and psychophysiological data to study emotional responses to a virtual character</style></secondary-title></titles><dates><year><style  face="normal" font="default" size="100%">2011</style></year></dates><urls><web-urls><url><style face="normal" font="default" size="100%">http://www.scopus.com/inward/record.url?eid=2-s2.0-79955608861&amp;partnerID=MN8TOARS</style></url></web-urls></urls><language><style face="normal" font="default" size="100%">eng</style></language></record><record><source-app name="Biblio" version="7.x">Drupal-Biblio</source-app><ref-type>6</ref-type><contributors><authors><author><style face="normal" font="default" size="100%">Nacke, L.E.</style></author><author><style face="normal" font="default" size="100%">Stellmach, S.</style></author><author><style face="normal" font="default" size="100%">Sasse, D.</style></author><author><style face="normal" font="default" size="100%">Niesenhaus, J.</style></author><author><style face="normal" font="default" size="100%">Dachselt, R.</style></author></authors></contributors><titles><title><style face="normal" font="default" size="100%">Entertainment Computing</style></title><secondary-title><style face="normal" font="default" size="100%">LAIF: A logging and interaction framework for gaze-based interfaces in virtual entertainment environments</style></secondary-title></titles><dates><year><style  face="normal" font="default" size="100%">2011</style></year></dates><urls><web-urls><url><style face="normal" font="default" size="100%">http://www.scopus.com/inward/record.url?eid=2-s2.0-81455136854&amp;partnerID=MN8TOARS</style></url></web-urls></urls><language><style face="normal" font="default" size="100%">eng</style></language></record><record><source-app name="Biblio" version="7.x">Drupal-Biblio</source-app><ref-type>17</ref-type><contributors><authors><author><style face="normal" font="default" size="100%">Matias Kivikangas, J.</style></author><author><style face="normal" font="default" size="100%">Nacke, L.</style></author><author><style face="normal" font="default" size="100%">Ravaja, N.</style></author></authors></contributors><titles><title><style face="normal" font="default" size="100%">Entertainment Computing</style></title><secondary-title><style face="normal" font="default" size="100%">Developing a triangulation system for digital game events, observational video, and psychophysiological data to study emotional responses to a virtual character</style></secondary-title></titles><dates><year><style  face="normal" font="default" size="100%">2011</style></year></dates><urls><web-urls><url><style face="normal" font="default" size="100%">http://www.scopus.com/inward/record.url?eid=2-s2.0-79955608861&amp;partnerID=MN8TOARS</style></url></web-urls></urls><language><style face="normal" font="default" size="100%">eng</style></language></record><record><source-app name="Biblio" version="7.x">Drupal-Biblio</source-app><ref-type>10</ref-type><contributors><authors><author><style face="normal" font="default" size="100%">Deterding, Sebastian</style></author><author><style face="normal" font="default" size="100%">Dixon, Dan</style></author><author><style face="normal" font="default" size="100%">Khaled, Rilla</style></author><author><style face="normal" font="default" size="100%">Nacke, Lennart E</style></author></authors></contributors><titles><title><style face="normal" font="default" size="100%">From game design elements to gamefulness: defining &amp;quot;gamification&amp;quot;</style></title><secondary-title><style face="normal" font="default" size="100%">Proceedings of the 15th International Academic MindTrek Conference: Envisioning Future Media Environments</style></secondary-title></titles><dates><year><style  face="normal" font="default" size="100%">2011</style></year></dates><urls><web-urls><url><style face="normal" font="default" size="100%">https://doi.org/10.1145/2181037.2181040</style></url></web-urls></urls><publisher><style face="normal" font="default" size="100%">ACM</style></publisher><pub-location><style face="normal" font="default" size="100%">MindTrek '11</style></pub-location><pages><style face="normal" font="default" size="100%">9-15</style></pages><language><style face="normal" font="default" size="100%">eng</style></language><abstract><style face="normal" font="default" size="100%">Recent years have seen a rapid proliferation of mass-market consumer software that takes inspiration from video games. Usually summarized as &quot;gamification&quot;, this trend connects to a sizeable body of existing concepts and research in human-computer interaction and game studies, such as serious games, pervasive games, alternate reality games, or playful design. However, it is not clear how &quot;gamification&quot; relates to these, whether it denotes a novel phenomenon, and how to define it. Thus, in this paper we investigate &quot;gamification&quot; and the historical origins of the term in relation to precursors and similar concepts. It is suggested that &quot;gamified&quot; applications provide insight into novel,&amp;nbsp;&lt;i&gt;gameful&lt;/i&gt;&amp;nbsp;phenomena complementary to playful phenomena. Based on our research, we propose a definition of &quot;gamification&quot; as&amp;nbsp;&lt;i&gt;the use of game design elements in non-game contexts&lt;/i&gt;.</style></abstract></record><record><source-app name="Biblio" version="7.x">Drupal-Biblio</source-app><ref-type>6</ref-type><contributors><authors><author><style face="normal" font="default" size="100%">Livingston, I.J.</style></author><author><style face="normal" font="default" size="100%">Nacke, L.E.</style></author><author><style face="normal" font="default" size="100%">Mandryk, R.L.</style></author></authors></contributors><titles><title><style face="normal" font="default" size="100%">Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics)</style></title><secondary-title><style face="normal" font="default" size="100%">Influencing experience: The effects of reading game reviews on player experience</style></secondary-title></titles><dates><year><style  face="normal" font="default" size="100%">2011</style></year></dates><urls><web-urls><url><style face="normal" font="default" size="100%">http://www.scopus.com/inward/record.url?eid=2-s2.0-82055200542&amp;partnerID=MN8TOARS</style></url></web-urls></urls><language><style face="normal" font="default" size="100%">eng</style></language></record><record><source-app name="Biblio" version="7.x">Drupal-Biblio</source-app><ref-type>6</ref-type><contributors><authors><author><style face="normal" font="default" size="100%">Nacke, L.E.</style></author><author><style face="normal" font="default" size="100%">Bateman, C.</style></author><author><style face="normal" font="default" size="100%">Mandryk, R.L.</style></author></authors></contributors><titles><title><style face="normal" font="default" size="100%">Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics)</style></title><secondary-title><style face="normal" font="default" size="100%">BrainHex: Preliminary results from a neurobiological gamer typology survey</style></secondary-title></titles><dates><year><style  face="normal" font="default" size="100%">2011</style></year></dates><urls><web-urls><url><style face="normal" font="default" size="100%">http://www.scopus.com/inward/record.url?eid=2-s2.0-82055196844&amp;partnerID=MN8TOARS</style></url></web-urls></urls><language><style face="normal" font="default" size="100%">eng</style></language></record><record><source-app name="Biblio" version="7.x">Drupal-Biblio</source-app><ref-type>17</ref-type><contributors><authors><author><style face="normal" font="default" size="100%">Bateman, C.</style></author><author><style face="normal" font="default" size="100%">Lowenhaupt, R.</style></author><author><style face="normal" font="default" size="100%">Nacke, L.E.</style></author></authors></contributors><titles><title><style face="normal" font="default" size="100%">Proceedings of DiGRA 2011 Conference: Think Design Play</style></title><secondary-title><style face="normal" font="default" size="100%">Player typology in theory and practice</style></secondary-title></titles><dates><year><style  face="normal" font="default" size="100%">2011</style></year></dates><urls><web-urls><url><style face="normal" font="default" size="100%">http://www.scopus.com/inward/record.url?eid=2-s2.0-84873331376&amp;partnerID=MN8TOARS</style></url></web-urls></urls><language><style face="normal" font="default" size="100%">eng</style></language></record><record><source-app name="Biblio" version="7.x">Drupal-Biblio</source-app><ref-type>47</ref-type><contributors><authors><author><style face="normal" font="default" size="100%">Bateman, C.</style></author><author><style face="normal" font="default" size="100%">Lowenhaupt, R.</style></author><author><style face="normal" font="default" size="100%">Nacke, L.E.</style></author></authors></contributors><titles><title><style face="normal" font="default" size="100%">Proceedings of DiGRA 2011 Conference: Think Design Play</style></title><secondary-title><style face="normal" font="default" size="100%">Player typology in theory and practice</style></secondary-title></titles><dates><year><style  face="normal" font="default" size="100%">2011</style></year></dates><urls><web-urls><url><style face="normal" font="default" size="100%">http://www.scopus.com/inward/record.url?eid=2-s2.0-84873331376&amp;partnerID=MN8TOARS</style></url></web-urls></urls><language><style face="normal" font="default" size="100%">eng</style></language></record><record><source-app name="Biblio" version="7.x">Drupal-Biblio</source-app><ref-type>6</ref-type><contributors><authors><author><style face="normal" font="default" size="100%">Deterding, S.</style></author><author><style face="normal" font="default" size="100%">Dixon, D.</style></author><author><style face="normal" font="default" size="100%">Khaled, R.</style></author><author><style face="normal" font="default" size="100%">Nacke, L.</style></author></authors></contributors><titles><title><style face="normal" font="default" size="100%">Proceedings of the 15th International Academic MindTrek Conference: Envisioning Future Media Environments, MindTrek 2011</style></title><secondary-title><style face="normal" font="default" size="100%">From game design elements to gamefulness: Defining &quot;gamification&quot;</style></secondary-title></titles><dates><year><style  face="normal" font="default" size="100%">2011</style></year></dates><urls><web-urls><url><style face="normal" font="default" size="100%">http://www.scopus.com/inward/record.url?eid=2-s2.0-84860665893&amp;partnerID=MN8TOARS</style></url></web-urls></urls><language><style face="normal" font="default" size="100%">eng</style></language></record><record><source-app name="Biblio" version="7.x">Drupal-Biblio</source-app><ref-type>47</ref-type><contributors><authors><author><style face="normal" font="default" size="100%">Deterding, S.</style></author><author><style face="normal" font="default" size="100%">Dixon, D.</style></author><author><style face="normal" font="default" size="100%">Khaled, R.</style></author><author><style face="normal" font="default" size="100%">Nacke, L.</style></author></authors></contributors><titles><title><style face="normal" font="default" size="100%">Proceedings of the 15th International Academic MindTrek Conference: Envisioning Future Media Environments, MindTrek 2011</style></title><secondary-title><style face="normal" font="default" size="100%">From game design elements to gamefulness: Defining &quot;gamification&quot;</style></secondary-title></titles><dates><year><style  face="normal" font="default" size="100%">2011</style></year></dates><urls><web-urls><url><style face="normal" font="default" size="100%">http://www.scopus.com/inward/record.url?eid=2-s2.0-84860665893&amp;partnerID=MN8TOARS</style></url></web-urls></urls><language><style face="normal" font="default" size="100%">eng</style></language></record><record><source-app name="Biblio" version="7.x">Drupal-Biblio</source-app><ref-type>17</ref-type><contributors><authors><author><style face="normal" font="default" size="100%">Nacke, L.E.</style></author><author><style face="normal" font="default" size="100%">Stellmach, S.</style></author><author><style face="normal" font="default" size="100%">Lindley, C.A.</style></author></authors></contributors><titles><title><style face="normal" font="default" size="100%">Simulation and Gaming</style></title><secondary-title><style face="normal" font="default" size="100%">Electroencephalographic assessment of player experience: A pilot study in affective ludology</style></secondary-title></titles><dates><year><style  face="normal" font="default" size="100%">2011</style></year></dates><urls><web-urls><url><style face="normal" font="default" size="100%">http://www.scopus.com/inward/record.url?eid=2-s2.0-81755163956&amp;partnerID=MN8TOARS</style></url></web-urls></urls><language><style face="normal" font="default" size="100%">eng</style></language></record><record><source-app name="Biblio" version="7.x">Drupal-Biblio</source-app><ref-type>6</ref-type><contributors><authors><author><style face="normal" font="default" size="100%">Nacke, L.E.</style></author><author><style face="normal" font="default" size="100%">Stellmach, S.</style></author><author><style face="normal" font="default" size="100%">Lindley, C.A.</style></author></authors></contributors><titles><title><style face="normal" font="default" size="100%">Simulation and Gaming</style></title><secondary-title><style face="normal" font="default" size="100%">Electroencephalographic assessment of player experience: A pilot study in affective ludology</style></secondary-title></titles><dates><year><style  face="normal" font="default" size="100%">2011</style></year></dates><urls><web-urls><url><style face="normal" font="default" size="100%">http://www.scopus.com/inward/record.url?eid=2-s2.0-81755163956&amp;partnerID=MN8TOARS</style></url></web-urls></urls><language><style face="normal" font="default" size="100%">eng</style></language></record><record><source-app name="Biblio" version="7.x">Drupal-Biblio</source-app><ref-type>6</ref-type><contributors><authors><author><style face="normal" font="default" size="100%">Flatla, D.R.</style></author><author><style face="normal" font="default" size="100%">Gutwin, C.</style></author><author><style face="normal" font="default" size="100%">Nacke, L.E.</style></author><author><style face="normal" font="default" size="100%">Bateman, S.</style></author><author><style face="normal" font="default" size="100%">Mandryk, R.L.</style></author></authors></contributors><titles><title><style face="normal" font="default" size="100%">UIST'11 - Proceedings of the 24th Annual ACM Symposium on User Interface Software and Technology</style></title><secondary-title><style face="normal" font="default" size="100%">Calibration games: Making calibration tasks enjoyable by adding motivating game elements</style></secondary-title></titles><dates><year><style  face="normal" font="default" size="100%">2011</style></year></dates><urls><web-urls><url><style face="normal" font="default" size="100%">http://www.scopus.com/inward/record.url?eid=2-s2.0-80755187815&amp;partnerID=MN8TOARS</style></url></web-urls></urls><language><style face="normal" font="default" size="100%">eng</style></language></record><record><source-app name="Biblio" version="7.x">Drupal-Biblio</source-app><ref-type>47</ref-type><contributors><authors><author><style face="normal" font="default" size="100%">Flatla, D.R.</style></author><author><style face="normal" font="default" size="100%">Gutwin, C.</style></author><author><style face="normal" font="default" size="100%">Nacke, L.E.</style></author><author><style 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