Browsing by Author "Lennart Nacke"
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Item Introducing the INSPIRE Framework Guidelines From Expert Librarians for Search and Selection in HCI Literature(Oxford University Press on behalf of The British Computer Society., 2025-02-01) Joseph Tu; Lennart Nacke; Katja RogersFormalized literature reviews are crucial in human–computer interaction (HCI) because they synthesize research and identify unsolved problems. However, current practices lack transparency when reporting details of a literature search. This restricts replicability. This paper introduces the INSPIRE framework for HCI research. It focuses on the search stage in literature reviews to support a search that prioritizes transparency and quality-of-fit to a research question. It was developed based on guiding principles for successful searches and precautions advised by librarian experts in HCI (n=8) for search strategies in (primarily systematic) literature reviews. We discuss how their advice aligns with the HCI field and their concerns about computational AI tools assisting or automating these reviews. Based on their advice, the framework outlines pivotal stages in conducting a literature search. These essential stages are: (1) defining research goals, (2) navigating relevant databases and (3) using searching techniques (like divergent and convergent searching) to identify a set of relevant studies. The framework also emphasizes the importance of team involvement, transparent reporting, and a flexible, iterative approach to refining the search terms.Item Rolling in Fun, Paying the Price: A Thematic Analysis on Purchase and Play in Tabletop Games(Association for Computing Machinery New York, NY, United States, 2024-12-12) Joseph Tu; Derrick Wang; Lydia Choong; Aj Abistado; Stuart Hallifax; Katja Rogers; Lennart NackeThe tabletop games industry has experienced remarkable growth in recent years. A deeper exploration of the factors motivating players to invest time and money in these games would help game companies better cater to their target audience and increase profits. We conducted a reflexive thematic analysis of 20 semi-structured interviews with tabletop game players. Our analysis revealed five themes concerning purchasing decision influences: (1) childhood past experiences and cultural norms, (2) representation and inclusivity, (3) social connections and shared fun, (4) overcoming gameplay hindrances with digital assistance, and (5) economic constraints. These findings suggest that game companies should focus on presenting easily understandable information, minimizing idle time, and exploring opportunities for inclusivity in digital interactions to effectively engage players and drive sales. Based on our valuable insights into player motivations, we offer actionable recommendations for the tabletop games industry.