This is the collection for the University of Waterloo's Department of Communication Arts . It was known as the Department of Drama and Speech Communication until September 2018.

Research outputs are organized by type (eg. Master Thesis, Article, Conference Paper).

Waterloo faculty, students, and staff can contact us or visit the UWSpace guide to learn more about depositing their research.

Recent deposits

  • Taking Care of Authenticity on the CBC’s Randy’s Vinyl Tap 

    Svec, Henry Adam (Taylor & Francis, 2020-06-19)
    This essay explores the radio program Randy’s Vinyl Tap, which is hosted by Randy Bachman and airs on CBC Radio 1 (2005-present). I argue that the show’s complex reception can be explained, in part, by the fact that it ...
  • Empirical validation of the Gamification User Types Hexad scale in English and Spanish 

    Fortes Tondello, Gustavo; Mora, Alberto; Marczewski, Andrzej; Nacke, Lennart (Elsevier, 2018-10-13)
    Gamification, the use of game elements in non-game systems, is now established as a relevant research field in human-computer interaction (HCI). Several empirical studies have shown that gameful interventions can increase ...
  • A Theory of Gamification Principles Through Goal-Setting Theory 

    Fortes Tondello, Gustavo; Premsukh, Hardy; Nacke, Lennart (Hawaii International Conference on System Sciences, 2018-01-03)
    Goal-setting theory has been used for decades to explain how to motivate people to perform better in work-related tasks, but more recently gamification has also gained attention as an alternative method to increase engagement ...
  • Personalizing Persuasive Strategies in Gameful Systems to Gamification User Types 

    Orji, Rita; Fortes Tondello, Gustavo; Nacke, Lennart (Association for Computing Machinery, 2018-04-21)
    Persuasive gameful systems are effective tools for motivating behaviour change. Research has shown that tailoring these systems to individuals can increase their efficacy; however, there is little knowledge on how to ...
  • Towards a Trait Model of Video Game Preferences 

    Fortes Tondello, Gustavo; Valtchanov, Deltcho; Reetz, Adrian; Wehbe, Rina Renee; Orji, Rita; Nacke, Lennart (Taylor & Francis, 2018-04-19)
    Typologies for understanding players’ preferences toward different gameplay styles have gained popularity in research. However, attempts to model players’ preferences are based on type models instead of trait models, ...
  • Positive Gaming: Workshop on Gamification and Games for Wellbeing 

    Fortes Tondello, Gustavo; Orji, Rita; Vella, Kellie; Johnson, Daniel; Van Dooren, Marierose; Nacke, Lennart (Association for Computing Machinery, 2017-10-15)
    Gamification and games have been used and studied in a variety of applications related with health and wellbeing. Nevertheless, there are very few studies aimed at designing games (whether serious games or recreational ...
  • Recommender Systems for Personalized Gamification 

    Fortes Tondello, Gustavo; Orji, Rita; Nacke, Lennart (ACM, 2017-07-09)
    Gamification has been used in a variety of application domains to promote behaviour change. Nevertheless, the mechanisms behind it are still not fully understood. Recent empirical results have shown that personalized ...
  • Elements of Gameful Design Emerging from User Preferences 

    Fortes Tondello, Gustavo; Mora, Alberto; Nacke, Lennart (Association for Computing Machinery, 2017-10-15)
    Several studies have developed models to explain player preferences. These models have been developed for digital games; however, they have been frequently applied in gameful design (i.e., designing non-game applications ...
  • A Framework and Taxonomy of Videogame Playing Preferences 

    Fortes Tondello, Gustavo; Wehbe, Rina Renee; Orji, Rita; Ribeiro, Giovanni; Nacke, Lennart (Association for Computing Machinery, 2017-10-15)
    Player preferences for different gaming styles or game elements has been a topic of interest in human-computer interaction for over a decade. However, current models suggested by the extant literature are generally based ...
  • Towards Understanding the Importance of Co-Located Gameplay 

    Wehbe, Rina Renee; Nacke, Lennart (Association for Computing Machinery, 2015-10-05)
    Analyzing the social con¬text present in a gameplay environment and its effect on player experience can provide insights informing the design and social value of games. We investigate the influence of social condition ...
  • Personalization in Serious and Persuasive Games and Gamified Interactions 

    Busch, Marc; Mattheiss, Elke; Orji, Rita; Marczewski, Andrzej; Hochleitner, Wolfgang; Lankes, Michael; Nacke, Lennart; Tscheligi, Manfred (Association for Computing Machinery, 2015-10)
    Serious and persuasive games and gamified interactions have become popular in the last years, especially in the realm of behavior change support systems. They have been used as tools to support and influence human behavior ...
  • ABOVE WATER: Extending the Play Space for Health 

    Wehbe, Rina Renee; Watson, Diane K.; Fortes Tondello, Gustavo; Nacke, Lennart (Association for Computing Machinery, 2016-11-06)
    ABOVE WATER is a game that disseminates information about Clinical Anxiety Disorders, particularly Generalized Anxiety Disorder and Panic Disorder. This game focuses on teaching players about treatments as well as providing ...
  • SIGCHI Games: The Scope of Games and Play Research at CHI 

    Nacke, Lennart; Cox, Anna; Mandryk, Regan; Cairns, Paul (ACM, 2016-05-07)
    The games research community at CHI has become an ever-growing significant part of the conference, demonstrated by the SIGCHI-sponsored CHI PLAY conference and the inclusion of a games subcommittee at CHI 2016. Given the ...
  • Lightweight Games User Research for Indies and Non-Profit Organizations 

    Nacke, Lennart; Moser, Christiane; Drachen, Anders; Mirza-Babaei, Pejman; Abney, Andrea; Zhenyu, Zhu (Cole) (Association for Computing Machinery, 2016-05-07)
    The Games User Research (GUR) community has thrived at CHI with four workshops and a course since CHI 2012; all of these were well attended. In line with the #chi4good spirit this year, the GUR field must advance towards ...
  • "The Collecting Itself Feels Good": Towards Collection Interfaces for Digital Game Objects 

    Toups, Zachary; Crenshaw, Nicole K.; Wehbe, Rina Renee; Fortes Tondello, Gustavo; Nacke, Lennart (Association for Computing Machinery, 2016-10-16)
    Digital games offer a variety of collectible objects. We investigate players' collecting behaviors in digital games to determine what digital game objects players enjoyed collecting and why they valued these objects. Using ...
  • The Gamification User Types Hexad Scale 

    Fortes Tondello, Gustavo; Wehbe, Rina Renee; Diamond, Lisa; Busch, Marc; Marczewski, Andrzej; Nacke, Lennart (ACM, 2016-10-16)
    Several studies have indicated the need for personalizing gamified systems to users' personalities. However, mapping user personality onto design elements is difficult. Hexad is a gamification user types model that attempts ...
  • CLEVER: Gamification and Enterprise Knowledge Learning 

    Elm, Dominic; Kappen, Dennis; Fortes Tondello, Gustavo; Nacke, Lennart (ACM, 2016-10-16)
    This paper describes the design and a preliminary implementation study of a gamified knowledge management system (KMS) that supports the learning component within knowledge management (KM). KM includes acquiring social ...
  • Heuristic Evaluation for Gameful Design 

    Fortes Tondello, Gustavo; Kappen, Dennis; Mekler, Elisa; Ganaba, Marim; Nacke, Lennart (Association for Computing Machinery, 2016-10-16)
    Despite the emergence of many gameful design methods in the literature, there is a lack of evaluation methods specific to gameful design. To address this gap, we present a new set of guidelines for heuristic evaluation of ...
  • Design and Preliminary Validation of The Player Experience Inventory 

    Vanden Abeele, Vero; Mekler, Elisa; Johnson, Daniel; Nacke, Lennart (Association for Computing Machinery, 2016-10-16)
    We present the design and preliminary results of the validation of the Player Experience Inventory (PXI). Based on the input of 64 experts in the field of player-computer interaction, we designed and refined this new scale. ...
  • CLEVER: A Trivia and Strategy Game for Enterprise Knowledge Learning 

    Fortes Tondello, Gustavo; Kappen, Dennis; Ganaba, Marim; Stocco, Melissa; Elm, Dominic; Nacke, Lennart (Association for Computing Machinery, 2016-10-16)
    Knowledge management (KM) includes the acquisition, sharing, and dissemination of knowledge within a company. The problem with many enterprise KM systems is that they are complex and hardly used, because workers lack ...

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