Written by Gustavo Tondello of the HCI Games Group.
Goal-setting theory has been used for decades to explain how to motivate people to perform better in work-related tasks by setting and monitoring goals. Gamification is also inherently a goal-oriented activity,
Mental health issues and the anguish they elicit is a topic seldom explored by video games. The concept of thoroughly dissecting the mind of the protagonist to reveal their deep-seated flaws is a task generally left to other mediums of
CHI PLAY 2017 was held in Amsterdam, one of the most relaxed and serendipitous places on earth, where time and transit did wait for you to experience the grandeur of architecture, design and human connections. People were quite helpful, courteous
Attending conferences to present your own work and hear about the work of others is an important part of academic life. As HCI (human-computer interaction) researchers, one of the highlights of each one of our years is attending the top
An Exchange with Europe’s Cyprus Interaction Lab
Earlier this summer, SWaGUR professor Lennart Nacke visited the Cyprus Interaction Lab visited from the Cyprus University of Technology on an Erasmus exchange for teaching and training of students there and to
By Colin Whaley of the HCI Games Group.
The Nintendo Switch and Nintendo Wii U, despite having similar controllers and even some overlap in game libraries, are such fundamentally different experiences that I’ve bought the same game for it
Written by Lennart Nacke, Director of the HCI Games Group. (Read on Medium or watch the Video.)
Recently, I had the pleasure of being invited to give a keynote at the GamiLearn conference about the five gamification languages in Tenerife.
Written by Colin Whaley.
For most people, physically using computer peripherals is not a usability barrier — a keyboard is a keyboard is a keyboard, right? However, for the elderly or those with nerve damage, both sensory and motor problems may
Written by Gustavo Tondello.
The HCI Games Group collaborated with a research project that also involved the Play & Interactive Experiences for Learning Lab at the New Mexico State University and the University of California at Irvine to investigate player
Written by Lennart Nacke.
I am at the CHI PLAY conference (a conference series that I started 3 years ago in Toronto) in Austin, Texas and the conference just began with a great keynote from Jamie Madigan of The Psychology
Written by Dominic Elm, Dennis Kappen, Gustavo Tondello, and Lennart Nacke.
CLEVER will be demonstrated during the Student Game Design Competition at CHI PLAY 16.
Knowledge management (KM) represents the process of effectively capturing, documenting, assimilating, sharing, and deploying organizational
Written by Gustavo Tondello. Infographics by Marim Ganaba.
Several studies have indicated the need for personalising gamified systems to users’ personalities. However, mapping user personality onto design elements is difficult. To address this problem, Marczewski developed the Gamification User Types