publications
Papers, chapters, and edited volumes, newest first, followed by workshop papers.
Show the numbers as a table
| Year | Citations received | Papers published |
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2026
- The Practice Paradox: How Practice Negatively Impacts Players’ Time-to-Quit and Frustration in Challenging Game SectionsProceedings of the ACM on Human-Computer Interaction, 2026
- Theory, Experience, and Instinct: A Glimpse Into AAA Game Processes and How UX Leaders Navigate Pre-ProductionProceedings of the ACM on Human-Computer Interaction, 2026
- Rushed by Discomfort, Trapped by Immersion: Users’ Experiences and Responses to Privacy Deceptive Design in Commercial VR ApplicationsIn Proceedings of the 2026 ACM Designing Interactive Systems Conference, 2026
- Conceptualizing How to Design for AI Literacy through Game ArtifactsIn Proceedings of the 2026 ACM Designing Interactive Systems Conference, 2026
2025
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- Seeing is Not Thinking: Testing Capabilities of VR to Promote Perspective-TakingIEEE Transactions on Visualization and Computer Graphics, 2025
2024
- The Jade Gateway to Exergaming: How Socio-Cultural Factors Shape Exergaming Among East Asian Older AdultsProceedings of the ACM on Human-Computer Interaction, 2024
2023
2022
- Turning Users’ In-Game Behaviours into Actionable Adaptive Gamification Strategies using the PEAS FrameworkIn Proceedings of the 55th Hawaii International Conference on System Sciences, 2022
- Communication sequences indicate team cohesion: A mixed-methods study of Ad Hoc league of legends teamsProceedings of the ACM on Human-Computer Interaction, 2022
2021
- Should gamification be personalized? A self-deterministic approachAIS Transactions on Human-Computer Interaction, 2021
2020
- Development and Validation of the Player Experience Inventory: A Scale to Measure Player Experiences at the Level of Functional and Psychosocial ConsequencesInternational Journal of Human-Computer Studies, 2020
- Food Literacy While Shopping: Motivating Informed Food Purchasing Behaviour with a Situated Gameful AppIn Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems, Honolulu, HI, USA, 2020
- Older Adults’ Motivation for Physical Activity Using Gamified Technology: An Eight-Week Experimental StudyIn Human Aspects of IT for the Aged Population. Healthy and Active Aging: 6th International Conference, ITAP 2020, Held as Part of the 22nd HCI International Conference, HCII 2020, Copenhagen, Denmark, July 19–24, 2020, Proceedings, Part II, Copenhagen, Denmark, 2020
- A Motivational Perspective on the Personalization of GamificationIn SIGHCI 2020 Proceedings, 2020
- Playing in the backstore: interface gamification increases warehousing workforce engagementIndustrial Management & Data Systems, 2020
2019
- Do cognitive styles influence collective sensemaking in distributed multiplayer games?In Proceedings of the 2019 Collective Intelligence Conference (CI’19), 2019
- Motivational Affordances for Older Adults’ Physical Activity Technology: An Expert EvaluationIn Human Aspects of IT for the Aged Population. Design for the Elderly and Technology Acceptance, 2019
- The Impact of Using a Gamified Interface on Engagement in a Warehousing Management Task: A NeuroIS Research ProposalIn Information Systems and Neuroscience, 2019
- "It Started as a Joke": On the Design of Idle GamesIn Proceedings of the Annual Symposium on Computer-Human Interaction in Play, Barcelona, Spain, 2019
- "I Don’t Fit into a Single Type": A Trait Model and Scale of Game Playing PreferencesIn Human-Computer Interaction – INTERACT 2019, 2019
- Gameful Design Heuristics: A Gamification Inspection ToolIn Human-Computer Interaction. Perspectives on Design, 2019
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2018
- Practical Insights into the Design of Future Disaster Response Training SimulationsIn Conference Proceedings - 15th International Conference on Information Systems for Crisis Response and Management, ISCRAM 2018, 2018
- "It was Colonel Mustard in the Study with the Candlestick": Using Artifacts to Create An Alternate Reality Game-The UnworkshopCoRR, 2018
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- Lessons Learned on Adult Student Engagement in an Online Gameful CourseIn Proceedings of the IEEE Global Engineering Education Conference (EDUCON 2018), 2018
2017
- Foreword: 1st Workshop on Gamification and Games for Learning (GamiLearn’17)In 1st Workshop on Gamification and Games for Learning (GamiLearn’17), 2017
- CLEVER : A Gameful Enterprise Learning SystemIn 1st International Workshop on Gamification and Games for Learning (GamiLearn’17), 2017
- The Adoption of Physiological Measures as an Evaluation Tool in UXIn HCI in Business, Government and Organizations. Interacting with Information Systems, 2017
- Using technology to boost employee wellbeing? How gamification can help or hinder resultsCEUR Workshop Proceedings, 2017
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- The Evaluation of a Physiological Data Visualization Toolkit for UX Practitioners: Challenges and OpportunitiesWorkshop on Strategies and Best Practices for Designing, Evaluating and Sharing Technical HCI Toolkits (HCI Tools), 2017
2016
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- Games of the Heart and Mind: Affective Ludology and the Development of Emotionally Aware Player Experiences2016
- Gamification Research: A 50-Years Retrospective from PBLs Towards Conscious EvolutionIn FGE @ CHI PLAY, 2016
- "The Collecting Itself Feels Good": Towards Collection Interfaces for Digital Game ObjectsIn Proceedings of the 2016 Annual Symposium on Computer-Human Interaction in Play, Austin, Texas, USA, 2016
- Investigating the Impact of Cooperative Communication Mechanics on Player Performance in Portal 2In Proceedings of the 42nd Graphics Interface Conference, Victoria, British Columbia, Canada, 2016
2015
- The HEXAD Gamification User Types Questionnaire : Background and Development ProcessIn Workshop on personalization in serious and persuasive games and gamified interactions, 2015
- Modelling Human Emotion in Interactive Environments: Physiological Ensemble and Grounded Approaches for Synthetic AgentsWeb Intelligence, 2015
- Towards a Personalized Playful Digital Wellness AssistantIn Workshop on Personalization in Serious and Persuasive Games and Gamified Interactions at CHI PLAY 2015, 2015
- Collaborative Multi-Touch Clinical Handover System for the Neonatal Intensive Care Unitelectronic Journal of Health Informatics 9 (1), 5, 2015
2014
- Social Player Analytics in a Facebook Health GameIn Proceedings of HCI Korea, Seoul, Republic of Korea, 2014
- Fuzzy Affective Player Models: A Physiology-Based Hierarchical Clustering MethodIn Proceedings of the Tenth AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment, Raleigh, NC, USA, 2014
- Games User Research Using EEG TechniquesIn CHI PLAY 2014 Games User Research Workshop and Analytics, 2014
2013
- Guided Emotional State Regulation: Understanding and Shaping Players’ Affective Experiences in Digital GamesIn Proceedings of the Ninth AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment, Boston, MA, USA, 2013
- A Regression-Based Method for Lightweight Emotional State Detection in Interactive EnvironmentsIn EPIA 2013 - 16th Portuguese Conference on Artificial Intelligence, 2013
- An Introduction to EEG Analysis Techniques and Brain-Computer Interfaces for Games User ResearchersIn Proceedings of DiGRA 2013 – DeFragging Game Studies, 2013
2012
- Motion-Based Game Design for Older AdultsIn GRAND 2012 - Third Annual Digital Media Conference, 2012
- Analysing Social Metrics in an Online Game SiteIn GRAND 2012 - Third Annual Digital Media Conference, 2012
- "I’m Just Here to Play Games": Social Dynamics and Sociality in an Online Game SiteIn Proceedings of the ACM 2012 Conference on Computer Supported Cooperative Work, Seattle, Washington, USA, 2012
- Flow in Games: Proposing a Flow Experience ModelIn Extended Proceedings - Fun and Games 2012: Workshop on Conceptualising, Operationalising, and Measuring the Player Experience, 2012
2011
- Player Typology in Theory and PracticeIn 5th International Conference on Digital Research Association: Think Design Play, DiGRA 2011, 2011
- Biofeedback Game Design: Using Direct and Indirect Physiological Control to Enhance Game InteractionIn Proceedings of the SIGCHI Conference on Human Factors in Computing Systems, Vancouver, BC, Canada, 2011
- Directions in Physiological Game Evaluation and InteractionIn CHI 2011 Workshop Brain and Body Interfaces, 2011
- Towards a Framework of Player Experience ResearchIn Proceedings of the Second International Workshop on Evaluating Player Experience in Games at FDG 2011, 2011
2010
- Playability and Player Experience of Casual GamesIn Workshop - International Conference on Fun and Games 2010, 2010
- Psychophysiological Correlations with Gameplay Experience DimensionsarXiv preprint arXiv:1004.0243, 2010
- How Mobile is Mobile Gaming? Contextual Influences on Mobile Player Experience – A Model PropositionIn Mensch & Computer 2010 Entertainment Interfaces Track, 2010
- BioS-Play: Workshop on Multiuser and Social Biosignal Adaptive Games and Playful ApplicationsIn Fun and Games 2010 Workshop, 2010
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- Affective LudologyIn Flow and Immersion in a First-Person Shooter: Measurement of Player Experience, 2010Nordic DiGRA 2010
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- Designing Affective Games with Physiological InputIn Workshop on multiuser and social biosignal adaptive games and playful applications in fun and games conference (BioS-Play), 2010
- Gameplay Experience Testing with Playability and Usability Surveys-An Experimental Pilot StudyIn Playability and player experience: Proceedings of the Fun and Games 2010 Workshop, 2010
- Methods for Evaluating Gameplay Experience in a Serious Gaming ContextInternational Journal of Computer Science in Sport, 2010
2009
- Affective Ludology: Scientific Measurement of User Experience in Interactive EntertainmentBlekinge Institute of Technology, School of Computing, 2009
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- Game Metrics and Biometrics: The Future of Player Experience ResearchIn FuturePlay @ GDC Canada 2009, 2009
- Gameplay Experience in a Gaze Interaction GameIn The 5th Conference on Communication by Gaze Interaction – COGAIN 2009: Gaze Interaction For Those Who Want It Most, 2009
- Affective Ludology, Flow and Immersion in a First-Person Shooter: Measurement of Player ExperienceLoading..., The Journal of the Canadian Game Studies Association, 2009
- Playability and Player Experience ResearchIn Proceedings of DiGRA 2009: Breaking New Ground: Innovation in Games, Play, Practice and Theory, 2009
- Trends and Techniques in Visual Gaze AnalysisIn The 5th Conference on Communication by Gaze Interaction – COGAIN 2009: Gaze Interaction For Those Who Want It Most, 2009
2008
- Sound and Immersion in the First-Person Shooter: Mixed Measurement of the Player’s Sonic ExperienceIn Audio Mostly 2008, 2008
- Dissecting Play – Investigating the Cognitive and Emotional Motivations and Affects of Computer GameplayIn CGAMES’08, 2008
- Boredom, Immersion, Flow – A Pilot Study Investigating Player ExperienceIn Proceedings of the IADIS Gaming 2008: Design for Engaging Experience and Social Interaction, 2008
- Flow and Immersion in First-Person Shooters: Measuring the Player’s Gameplay ExperienceIn Proceedings of Future Play 2008: Research, Play, Share, 2008
- Log Who’s Playing: Psychophysiological Game Analysis Made Easy Through Event LoggingIn International Conference on Fun and Games, 2008
2007
2006
- Improving Game Design by Understanding the Gender Differences: The Cognitive ApproachIn Proceedings of International Conference on Gender in Educational Games and Gender Sensitive Approaches to E-Learning, 2006
2005
2004
- Power and Peril of Teaching Game ProgrammingIn Proceedings of the 5th Game-On International Conference, 2004
- Creating a Computer Game Design CourseIn Proceedings of the New Zealand Game Developers Conference (NZGDC), 2004
workshop papers
- Sora OpenAI’s Prelude: Social Media Perspectives on Sora OpenAI and the Future of AI Video GenerationarXiv preprint arXiv:2403.14665, 2024
- Augmenting the Author: Exploring the Potential of AI Collaboration in Academic WritingarXiv preprint arXiv:2404.16071, 2024
- Exploring User Perspectives on ChatGPT: Applications, Perceptions, and Implications for AI-Integrated EducationarXiv preprint arXiv:2305.13114, 2023
- Anthropomorphism-Based Focus Group Protocol to Select Gamification MechanicsIn CEUR Workshop Proceedings, 2018
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