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Author Title Type [ Year(Desc)]
2016
Wehbe, R. R. , Nacke, L. E. , Watson, D. K. , & Tondello, G. F. . (2016). Proceedings of the 2016 ACM International Conference on Interactive Surfaces and Spaces: Nature Meets Interactive Surfaces, ISS 2016. ABOVE WATER: Extending the play space for health. Retrieved from http://www.scopus.com/inward/record.url?eid=2-s2.0-85006007579&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
Tondello, G. F. , Kappen, D. L. , Mekler, E. D. , Ganaba, M. , & Nacke, L. E. . (2016). Heuristic Evaluation for Gameful Design. In Proceedings of the 2016 Annual Symposium on Computer-Human Interaction in Play Companion Extended Abstracts (pp. 315–323). ACM. doi:10.1145/2968120.2987729
Kappen, D. L. , Nacke, L. E. , Gerling, K. M. , & Tsotsos, L. E. . (2016). Design Strategies for Gamified Physical Activity Applications for Older Adults. In 2016 49th Hawaii International Conference on System Sciences (HICSS) (pp. 1309-1318). Jan. doi:10.1109/HICSS.2016.166
Elm, D. , Kappen, D. L. , Tondello, G. F. , & Nacke, L. E. . (2016). CLEVER: Gamification and Enterprise Knowledge Learning. In Proceedings of the 2016 Annual Symposium on Computer-Human Interaction in Play Companion Extended Abstracts (pp. 141–148). ACM. doi:10.1145/2968120.2987745
Tondello, G. F. , Wehbe, R. R. , Diamond, L. , Busch, M. , Marczewski, A. , & Nacke, L. E. . (2016). The Gamification User Types Hexad Scale. In Proceedings of the 2016 Annual Symposium on Computer-Human Interaction in Play (pp. 229–243). ACM. doi:10.1145/2967934.2968082
Vaddi, D. , Toups, Z. , Dolgov, I. , Wehbe, R. , & Nacke, L. . (2016). Investigating the Impact of Cooperative Communication Mechanics on Player Performance in Portal 2. In Proceedings of Graphics Interface 2016 (pp. 41–48). Canadian Human-Computer Communications Society / Société canadienne du dialogue humain-machine. doi:10.20380/GI2016.06 gi2016-6.pdf
Nacke, L. E. , Moser, C. , Drachen, A. , Mirza-Babaei, P. , Abney, A. , & Zhenyu, Z. (C. ). (2016). Lightweight Games User Research for Indies and Non-Profit Organizations. In Proceedings of the 2016 CHI Conference Extended Abstracts on Human Factors in Computing Systems (pp. 3597–3603). ACM. doi:10.1145/2851581.2856504
Wiemeyer, J. , Nacke, L. , Moser, C. , & `Floyd' Mueller, F. . (2016). Player Experience. In Serious Games: Foundations, Concepts and Practice (pp. 243–271). Springer International Publishing. doi:10.1007/978-3-319-40612-1_9
Toups, Z. O. , Crenshaw, N. K. , Wehbe, R. R. , Tondello, G. F. , & Nacke, L. E. . (2016). "The Collecting Itself Feels Good": Towards Collection Interfaces for Digital Game Objects. In Proceedings of the 2016 Annual Symposium on Computer-Human Interaction in Play (pp. 276–290). ACM. doi:10.1145/2967934.2968088
Nacke, L. E. , Cox, A. , Mandryk, R. L. , & Cairns, P. . (2016). SIGCHI Games: The Scope of Games and Play Research at CHI. In Proceedings of the 2016 CHI Conference Extended Abstracts on Human Factors in Computing Systems (pp. 1088–1091). ACM. doi:10.1145/2851581.2886438
Elm, D. , Tondello, G. F. , Kappen, D. L. , Ganaba, M. , Stocco, M. , & Nacke, L. E. . (2016). CLEVER: A Trivia and Strategy Game for Enterprise Knowledge Learning. In Proceedings of the 2016 Annual Symposium on Computer-Human Interaction in Play Companion Extended Abstracts (pp. 61–66). ACM. doi:10.1145/2968120.2971805
Wehbe, R. R. , Watson, D. K. , Tondello, G. F. , Ganaba, M. , Stocco, M. , Lee, A. , & Nacke, L. E. . (2016). ABOVE WATER: An Educational Game for Anxiety. In Proceedings of the 2016 Annual Symposium on Computer-Human Interaction in Play Companion Extended Abstracts (pp. 79–84). ACM. doi:10.1145/2968120.2971804
Tondello, G. F. , Wehbe, R. R. , & Nacke, L. E. . (2016). CHI PLAYGUE: A Mobile Conference Networking Game. In Proceedings of the 2016 ACM on Interactive Surfaces and Spaces (pp. 449–452). ACM. doi:10.1145/2992154.2996870
Wehbe, R. R. , Watson, D. K. , Tondello, G. F. , & Nacke, L. E. . (2016). ABOVE WATER: Extending the Play Space for Health. In Proceedings of the 2016 ACM on Interactive Surfaces and Spaces (pp. 497–499). ACM. doi:10.1145/2992154.2996882
Mandryk, R. L. , & Nacke, L. E. . (2016). Biometrics in Gaming and Entertainment Technologies. In Biometrics in a Data Driven World (pp. 191–224). CRC Press. doi:doi:10.1201/9781315317083-7
Christou, G. , Law, E. L. - C. , Geerts, D. , Nacke, L. , & Zaphiris, P. . (2016). Computers in Human Behavior. Editorial for the CHB special issue on MMOGs. Retrieved from http://www.scopus.com/inward/record.url?eid=2-s2.0-84940899446&partnerID=MN8TOARS
Vanden Abeele, V. , Nacke, L. E. , Mekler, E. D. , & Johnson, D. . (2016). Design and Preliminary Validation of The Player Experience Inventory. In Proceedings of the 2016 Annual Symposium on Computer-Human Interaction in Play Companion Extended Abstracts (pp. 335–341). ACM. doi:10.1145/2968120.2987744
2017
Nacke, L. E. , & Deterding, S. . (2017). Computers in Human Behavior. The maturing of gamification research. Retrieved from http://www.scopus.com/inward/record.url?eid=2-s2.0-85009437411&partnerID=MN8TOARS
Nacke, L. E. , & Deterding, S. . (2017). The maturing of gamification research. Computers in Human Behavior. 2017. doi:http://dx.doi.org/10.1016/j.chb.2016.11.062

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