Dr. Lennart Nacke is an Associate Professor and Director of the HCI Games Group at the University of Waterloo. Dr. Nacke's work is located within the information and communication technologies, design, psychology, computer science, and human-computer interaction space, but also ties closely into the areas of human health and wellness. He uses biotechnology (namely, physiological sensors) and much of his research is located in the field of user research, where he is focused on evaluating physiological signals elicited by humans when playing games.
He was chair of the CHI PLAY 2014 and Gamification 2013 conferences. He has taught human-computer interaction (HCI) and game design at UOIT before arriving at the University of Waterloo. He is strongly interested in using game design to improve information and healthcare systems. He also chaired the CHI 2014 games and entertainment spotlight and has been elected as the chair of the CHI PLAY steering committee. His publications have won Best Paper Honourable Mention (awarded to the top five per cent) and Best Paper Awards (awarded to the top one per cent) at the premier human-computer interaction conferences CHI 2011 and CSCW 2012. He has published more than 100 scientific papers, which have been cited more than 3,500 times.
- DEI 615, New Perspectives: Media History and Analysis, Fall 2015
- GBDA 401, Cross-Cultural Digital Business, Fall 2015
Research and teaching interests
Gamification: Involves the use of game design principles in systems that primarily support non-game tasks, with the goal of increasing fun, engagement and motivation. Dr. Nacke has been involved in the definition of the term and leading the academic movement in workshop and conference settings. His students have created several games that were deployed outside of gaming contexts, such as finance, social networks, and fitness.
Games user research: Developing new methods and tools for improving player testing and user research in games and entertainment systems. Dr. Nacke works closely together with the International Game Developers Association Special Interest Group on Games User Research and he has served on their steering committee in the past.
Games for human health and fitness: Making sports, physiological exercise, and health applications more playful has become one of Dr. Nacke's recent research focus areas, especially in light of the recent increase in sensor use and the quantified self movement. As part of this, he has investigated how to foster healthy habits, such as sticking to a fitness routines and engaging older adults with technology. His students have developed their own apps and his research team has worked with companies such as Ayogo Health, Inc. in Vancouver, British Columbia, to analyze social health games on Facebook. A recent Engage grant with Vintage Fitness in Toronto supported a project to develop a gamified online fitness service to keep older adults fit and healthy.
HCI for games: Finding novel sensors and interaction paradigms that drive the manner in which we interact with computers in a meaningful
and engaging way.
Affective gaming: Research using psychophysiological analysis and physiological sensors to track player sentiments when gauging engagement, cognition and player emotions.
Social relationship-building games: Developing games and installations that can be used in public spaces to build relationships and foster social interaction in groups.
Nacke, L.. (2013). An Introduction to Physiological Player Metrics for Evaluating Games. In Seif El-Nasr, M., Drachen, A., & Canossa, A. (Eds.), In Game Analytics (pp. 585-619). Springer London. DOI: 10.1007/978-1-4471-4769-5_26
Mirza-Babaei, P., Nacke, L. E., Gregory, J., Collins, N., & Fitzpatrick, G.. (2013). How does it play better?: exploring user testing and biometric storyboards in games user research. In Proceedings of the SIGCHI Conference on Human Factors in Computing Systems (CHI '13). ACM, New York, NY, USA, 1499-1508. DOI: 10.1145/2470654.2466200
Daniel Johnson, Lennart E. Nacke, and Peta Wyeth. 2015. All about that Base: Differing Player Experiences in Video Game Genres and the Unique Case of MOBA Games. In Proceedings of the 33rd Annual ACM Conference on Human Factors in Computing Systems (CHI '15). ACM, New York, NY, USA, 2265-2274. DOI=10.1145/2702123.2702447 http://doi.acm.org/10.1145/2702123.2702447
Lennart E. Nacke, Matthias Klauser, and Paul Prescod. 2014. Social player analytics in a Facebook health game. In Proceedings of HCI Korea (HCIK '15). Hanbit Media, Inc., South Korea, 180-187. http://dl.acm.org/citation.cfm?id=2729485.2729512
Dennis L. Kappen and Lennart E. Nacke. 2013. The kaleidoscope of effective gamification: deconstructing gamification in business applications. In Proceedings of the First International Conference on Gameful Design, Research, and Applications (Gamification '13). ACM, New York, NY, USA, 119-122. DOI=10.1145/2583008.2583029 http://doi.acm.org/10.1145/2583008.2583029
Sebastian Deterding, Dan Dixon, Rilla Khaled, and Lennart Nacke. 2011. From game design elements to gamefulness: defining "gamification". In Proceedings of the 15th International Academic MindTrek Conference: Envisioning Future Media Environments (MindTrek '11). ACM, New York, NY, USA, 9-15. DOI=10.1145/2181037.2181040 http://doi.acm.org/10.1145/2181037.2181040
Awards and honours
- Recognition of Service Award from Chairing CHI PLAY, 2014
- Recognition of Service Award from Games and Entertainment Community Spotlight at CHI, 2014
- Best Programming Award at Ubisoft Academia Competition, 2014 (Team Clan Combat Supervisor)
- Best Marketing Plan Award at Ubisoft Academia Competition, 2013 (Team Euphoria Supervisor)
- Visiting Lecturer at University of Sussex (2012 - 2013)
- CSCW 2012 Best Paper (Top 1% of peer-reviewed accepted publications)
- ACM SIGCHI
- IGDA GUR SIG