[HTML][HTML] Gamification for health and wellbeing: A systematic review of the literature

D Johnson, S Deterding, KA Kuhn, A Staneva… - Internet …, 2016 - Elsevier
Background Compared to traditional persuasive technology and health games, gamification
is posited to offer several advantages for motivating behaviour change for health and well …

The state of speech in HCI: Trends, themes and challenges

L Clark, P Doyle, D Garaialde, E Gilmartin… - Interacting with …, 2019 - academic.oup.com
Speech interfaces are growing in popularity. Through a review of 99 research papers this
work maps the trends, themes, findings and methods of empirical research on speech …

[HTML][HTML] Development and validation of the player experience inventory: A scale to measure player experiences at the level of functional and psychosocial …

VV Abeele, K Spiel, L Nacke, D Johnson… - International Journal of …, 2020 - Elsevier
Abstract Games User Research (GUR) focuses on measuring, analysing and understanding
player experiences to optimise game designs. Hence, GUR experts aim to understand how …

Gameful Experience Questionnaire (GAMEFULQUEST): an instrument for measuring the perceived gamefulness of system use

J Högberg, J Hamari, E Wästlund - User modeling and user-adapted …, 2019 - Springer
In this paper, we present the development and validation of an instrument for measuring
users' gameful experience while using a service. Either intentionally or unintentionally …

Self-determination theory in HCI games research: Current uses and open questions

A Tyack, ED Mekler - Proceedings of the 2020 CHI conference on human …, 2020 - dl.acm.org
Self-Determination Theory (SDT), a major psychological theory of human motivation, has
become increasingly popular in Human-Computer Interaction (HCI) research on games and …

Validation of two game experience scales: the player experience of need satisfaction (PENS) and game experience questionnaire (GEQ)

D Johnson, MJ Gardner, R Perry - International Journal of Human …, 2018 - Elsevier
Accurate measurement of the player experience in videogames is key to understanding the
impacts of videogame play, designing and developing engaging videogames, and …

Systematic review and validation of the game experience questionnaire (geq)-implications for citation and reporting practice

ELC Law, F Brühlmann, ED Mekler - … of the 2018 Annual Symposium on …, 2018 - dl.acm.org
Despite lacking a formal peer-reviewed publication, the Game Experience Questionnaire
(GEQ) is widely applied in games research, which might risk the proliferation of erroneous …

Negative emotion, positive experience? Emotionally moving moments in digital games

JA Bopp, ED Mekler, K Opwis - Proceedings of the 2016 CHI conference …, 2016 - dl.acm.org
Emotions are key to the player experience (PX) and interest in the potential of games to
provide unique emotional, sometimes uncomfortable experiences is growing. Yet there has …

[HTML][HTML] Creating brand engagement through in-store gamified customer experiences

J Högberg, MO Ramberg, A Gustafsson… - Journal of Retailing and …, 2019 - Elsevier
The purpose of this study is to understand how gamification contributes to customers' value
creation in a retail context and how this value creation relates to brand engagement. The …

A Bermuda triangle? A Review of method application and triangulation in user experience evaluation

I Pettersson, F Lachner, AK Frison, A Riener… - Proceedings of the 2018 …, 2018 - dl.acm.org
User experience (UX) evaluation is a growing field with diverse approaches. To understand
the development since previous meta-review efforts, we conducted a state-of-the-art review …