Publications

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[ Author(Desc)] Title Type Year
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Nacke, L. E. , Bateman, C. , & Mandryk, R. L. . (2011). Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics). BrainHex: Preliminary results from a neurobiological gamer typology survey. Retrieved from http://www.scopus.com/inward/record.url?eid=2-s2.0-82055196844&partnerID=MN8TOARS
Nacke, L. E. , Stellmach, S. , & Lindley, C. A. . (2011). Simulation and Gaming. Electroencephalographic assessment of player experience: A pilot study in affective ludology. Retrieved from http://www.scopus.com/inward/record.url?eid=2-s2.0-81755163956&partnerID=MN8TOARS
Nacke, L. E. , Kalyn, M. , Lough, C. , & Mandryk, R. L. . (2011). Conference on Human Factors in Computing Systems - Proceedings. In Biofeedback game design: Using direct and indirect physiological control to enhance game interaction. Retrieved from http://www.scopus.com/inward/record.url?eid=2-s2.0-79958125063&partnerID=MN8TOARS
Nacke, L. E. . (2010). Future Play 2010: Research, Play, Share - International Academic Conference on the Future of Game Design and Technology. Wiimote vs. controller: Electroencephalographic measurement of affective gameplay interaction. Retrieved from http://www.scopus.com/inward/record.url?eid=2-s2.0-79951536462&partnerID=MN8TOARS
Nacke, L. , Niesenhaus, J. , Engl, S. , Canossa, A. , Kuikkaniemi, K. , & Immich, T. . (2010). CEUR Workshop Proceedings. Bringing digital games to user research and user experience. Retrieved from http://www.scopus.com/inward/record.url?eid=2-s2.0-84889237803&partnerID=MN8TOARS
Nacke, L. , Niesenhaus, J. , Engl, S. , Canossa, A. , & Kuikkaniemi, K. . (2010). CEUR Workshop Proceedings. In Bringing digital games to user research and user experience. Retrieved from http://www.scopus.com/inward/record.url?eid=2-s2.0-84889237803&partnerID=MN8TOARS
Nacke, L. E. , & Grimshaw, M. . (2010). Game Sound Technology and Player Interaction: Concepts and Developments. Player-game interaction through affective sound. Retrieved from http://www.scopus.com/inward/record.url?eid=2-s2.0-84900222199&partnerID=MN8TOARS
Nacke, L. E. , Grimshaw, M. N. , & Lindley, C. A. . (2010). Interacting with Computers. More than a feeling: Measurement of sonic user experience and psychophysiology in a first-person shooter game. Retrieved from http://www.scopus.com/inward/record.url?eid=2-s2.0-77955424714&partnerID=MN8TOARS
Nacke, L. E. , Drachen, A. , Kuikkaniemi, K. , Niesenhaus, J. , Korhonen, H. J. , Van Den Hoogen, W. M. , Poels, K. , et al. (2009). Breaking New Ground: Innovation in Games, Play, Practice and Theory - Proceedings of DiGRA 2009. Playability and player experience research. Retrieved from http://www.scopus.com/inward/record.url?eid=2-s2.0-84873377564&partnerID=MN8TOARS
Nacke, L. . (2009). FuturePlay 2009 at GDC Canada International Conference on the Future of Game Design and Technology. From playability to a hierarchical game usability model. Retrieved from http://www.scopus.com/inward/record.url?eid=2-s2.0-72049086741&partnerID=MN8TOARS
Nacke, L. E. , Drachen, A. , Kuikkaniemi, K. , Niesenhaus, J. , & Korhonen, H. J. . (2009). Breaking New Ground: Innovation in Games, Play, Practice and Theory - Proceedings of DiGRA 2009. In Playability and player experience research. Retrieved from http://www.scopus.com/inward/record.url?eid=2-s2.0-84873377564&partnerID=MN8TOARS
Nacke, L. E. , Nacke, A. , & Lindley, C. A. . (2009). Cyberpsychology and Behavior. Brain training for silver gamers: Effects of age and game form on effectiveness, efficiency, self-assessment, and gameplay experience. Retrieved from http://www.scopus.com/inward/record.url?eid=2-s2.0-70350103858&partnerID=MN8TOARS
Nacke, L. , & Lindley, C. A. . (2008). ACM Future Play 2008 International Academic Conference on the Future of Game Design and Technology, Future Play: Research, Play, Share. Flow and immersion in first-person shooters: Measuring the player's gameplay experience. Retrieved from http://www.scopus.com/inward/record.url?eid=2-s2.0-70349320074&partnerID=MN8TOARS
Nacke, L. , & Lindley, C. . (2008). MCCSIS'08 - IADIS Multi Conference on Computer Science and Information Systems; Proceedings of Computer Graphics and Visualization 2008 and Gaming 2008: Design for Engaging Experience Soc. Interaction. Boredom, immersion, flow - a pilot study investigating player experience. Retrieved from http://www.scopus.com/inward/record.url?eid=2-s2.0-58449125541&partnerID=MN8TOARS
Nacke, L. , & Lindley, C. A. . (2008). ACM Future Play 2008 International Academic Conference on the Future of Game Design and Technology, Future Play: Research, Play, Share. In Flow and immersion in first-person shooters: Measuring the player's gameplay experience. Retrieved from http://www.scopus.com/inward/record.url?eid=2-s2.0-70349320074&partnerID=MN8TOARS
Nacke, L. , Lindley, C. , & Stellmach, S. . (2008). Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics). Log who's playing: Psychophysiological game analysis made easy through event logging. Retrieved from http://www.scopus.com/inward/record.url?eid=2-s2.0-57049185239&partnerID=MN8TOARS
Nacke, L. , & Lindley, C. . (2008). MCCSIS'08 - IADIS Multi Conference on Computer Science and Information Systems; Proceedings of Computer Graphics and Visualization 2008 and Gaming 2008: Design for Engaging Experience Soc. Interaction. In Boredom, immersion, flow - a pilot study investigating player experience. Retrieved from http://www.scopus.com/inward/record.url?eid=2-s2.0-58449125541&partnerID=MN8TOARS
Nogueira, P. A. , Torres, V. , Rodrigues, R. , Oliveira, E. , & Nacke, L. E. . (2016). Journal on Multimodal User Interfaces. Vanishing scares: biofeedback modulation of affective player experiences in a procedural horror game. Retrieved from http://www.scopus.com/inward/record.url?eid=2-s2.0-84959516279&partnerID=MN8TOARS
Nogueira, P. A. , Torres, V. , Rodrigues, R. , Oliveira, E. , & Nacke, L. E. . (2016). Vanishing scares: biofeedback modulation of affective player experiences in a procedural horror game. Journal on Multimodal User Interfaces, 10(1), 31–62. doi:10.1007/s12193-015-0208-1
Nogueira, P. A. , Rodrigues, R. , Oliveira, E. , & Nacke, L. E. . (2015). Web Intelligence. Modelling human emotion in interactive environments: Physiological ensemble and grounded approaches for synthetic agents. Retrieved from http://www.scopus.com/inward/record.url?eid=2-s2.0-84942763489&partnerID=MN8TOARS

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