The Kaleidoscope of Effective Gamification (KEG)

An Effective Gamification Model Publication: Kappen, D. L., & Nacke, L. E. (2013). The Kaleidoscope of Effective Gamification: Deconstructing Gamification in Business Applications. In Proceedings of the First International Conference on Gameful Design, Research, and Applications – Gamification ’13 (pp. 119–122). https://doi.org/10.1145/2583008.2583029 As a starting point for this discussion on effective gamification, I examined a

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Designing Inter-generational Gameplay

Relationships can be fostered between older persons and grandchildren through inter-generational gameplay. The key challenges are to set out methodologies for designing these interactions to stimulate inter-generational gameplay. Design methodologies to define these interactions are open for critical discussion because the domain of defining a design process for inter-generational gameplay remains open for future research.

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Motivational Affordances, Gamification and Older Adult’s Physical Activity

Publication: Kappen, D. L., Mirza-Babaei, P., & Nacke, L. E. (2017). Gamification through the Application of Motivational Affordances for Physical Activity Technology. In Proc. of CHIPLAY ’17 (pp. 5–18). https://doi.org/10.1145/3116595.3116604 Motivational affordances are attributes of interactive technologies or game elements that promote participation in physical activity (PA) routines. Although these affordances have been previously integrated

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Gamification as a Behaviour Change Agent for Physical Activity

Use of behaviour change theory or constructs in basing intervention strategies to encourage older adults in physical activity (PA) has often resulted in greater effectiveness (Antikainen, 2011; Carlson et al., 2012; Chase, 2013; Müller & Khoo, 2014; Stewart et al., 2007; Yeom & Fleury, 2014). The belief in one’s ability to perform a physical activity

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Persuasive Technologies for Physical Activity Motivation of Older Adults

Persuasive technologies like exergames combine physical activity (PA) and exercise. Full-body movement exergames lead to behaviour change such as overcoming sedentariness and repeating activities, increased engagement, and participation in physical activity on the part of older adults’ due to gesture-based interactions (Mandryk, Gerling, & Stanley, 2014). Gestures for selection and moving a cursor on the

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