Lennart Nacke University of Ontario Institute of Technology, University of Saskatchewan

Lennart Nacke, Ph.D. in Digital Game Development, was a postdoctoral research associate in the interaction lab from 2010-2011. Since August 2011, he is an assistant professor in the game development and entrepreneurship program at UOIT .His research focuses on the creation and analysis of digital gaming environments and mechanics. He is interested in physiological player-game interaction and in developing methodologies and tools for evaluating player emotion and attention.

Most of this work is focused on the development and analysis of interaction and evaluation systems using physiological sensors (e.g., brainwaves, muscle and skin conductance sensors, eye tracking). High-resolution physiological data sets require intuitive visual analysis tools that triangulate data from multiple sources; Lennart has been involved in the development of such triangulation and visualization tools.

In the past years, he has organized and chaired several workshops on these research topics such as applying game design principles to system development (i.e., gamification), affective computing and psychophysiological evaluation, game metrics and biometrics, interaction design for physiological sensors, game usability and user experience at venues such as CHI, DiGRA, Future Play, and GDC Canada. See also the full list of his publications on his website and the video below.

Physiological Input Game Video


Above Water: extending the play space for health
Wehbe, R., Watson, D., Tondello, G., Nacke, L. (2016), ISS'16, Niagara Falls, CA.. 497-499. <doi:10.1145/2992154.2996882>
Above Water: an educational game for anxiety
Wehbe, R., Watson, D., Tondello, G., Ganaba, M., Stocco, M., Lee, A., Nacke, L. (2016), CHIPLAY'16, Austin, TX, USA. 79-84. <doi:10.1145/2968120.2971804>
BrainHex: A Neurobiological Gamer Typology Survey
Nacke, L., Bateman, C., Mandryk, R. (2014), Entertainment Computing, vol. 5 no. 1, 55-62. <doi:10.1016/j.entcom.2013.06.002>
Analysing Social Metrics in an Online Game Site
McEwan, G., Gutwin, C., Mandryk, R., Nacke, L. (2012), GRAND 2012, Montreal, Quebec.
Motion-Based Game Design for Older Adults
Gerling, K., Livingston, I., Nacke, L., Mandryk, R. (2012), GRAND 2012, Montréal, QC, Canada.
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Affective Computing
Evaluation of a user's emotional experience with technology is not well understood, especially when the primary goal of a technology is to entertain (e.g., computer game) or to invoke an emotional experience (e.g., animated film).
Gaming for Fitness
Approximately one in two adults in industrialized countries are physically inactive. This lifestyle contributes to dramatically increasing rates of obesity.