Publications

2020


Proceedings
Kappen, D. L., Mirza-Babaei, P., & Nacke, L. E. (2020). Technology Facilitates Physical Activity Through Gamification: A Thematic Analysis of an 8-Week Study. Frontiers in Computer Science, 2 (September). https://doi.org/10.3389/fcomp.2020.530309

Kappen D.L., Mirza-Babaei P., Nacke L.E. (2020) Older Adults’ Motivation for Physical Activity Using Gamified Technology: An Eight-Week Experimental Study. In: Gao Q., Zhou J. (eds) Human Aspects of IT for the Aged Population. Healthy and Active Aging. HCII 2020. Lecture Notes in Computer Science, vol 12208. Springer, Cham. https://doi.org/10.1007/978-3-030-50249-2_22

 

2019


Proceedings

Tondello, G., Kappen, D. L., Ganaba, M., & Nacke, L. E. (2019). Gameful Design Heuristics: A Gamification Inspection Tool. In 21st International Conference on Human-Computer Interaction (pp. 1–17). https://doi.org/10.1007/978-3-030-22646-6

Kappen D.L., Mirza-Babaei P., Nacke L.E. (2019) Motivational Affordances for Older Adults’ Physical Activity Technology: An Expert Evaluation. In: Zhou J., Salvendy G. (eds) Human Aspects of IT for the Aged Population. Design for the Elderly and Technology Acceptance. HCII 2019. Lecture Notes in Computer Science, vol 11592. Springer, Cham. https://doi.org/10.1007/978-3-030-22012-9_28

 

2018


Proceedings

Landers, R. N., Tondello, G. F., Kappen, D. L., Collmus, A. B., Mekler, E. D., & Nacke, L. E. (2018). Defining gameful experience as a psychological state caused by gameplay: Replacing the term ‘Gamefulness’ with three distinct constructs. International Journal of Human-Computer Studies. https://doi.org/10.1016/j.ijhcs.2018.08.003

Paravantes, G., Leehane, H., Premarathna, D., Chung, C., & Kappen, D. L. (2018). Application of Augmented Reality for Multi-Scale Interactions in Emergency Vehicles. In AutomotiveUI ’18 Adjunct (pp. 1–6). https://doi.org/10.1145/3239092.3267415

Kappen, D. L., Mirza-Babaei, P., & Nacke, L. E. (2018). Older Adults’ Physical Activity and Exergames: A Systematic Review. International Journal of Human-Computer Interaction, 00(00), 1–28. https://doi.org/10.1080/10447318.2018.1441253

Kappen, D. L., Mirza-Babaei, P., & Nacke, L. E. (2018). Gamification of Older Adults ’ Physical Activity: An Eight-Week Study. In Proceedings of the Annual Hawaii International Conference on System Sciences-51 (pp. 1–12). http://hdl.handle.net/10125/5003

 

2017


Proceedings

O’Donnell, N., Kappen, D. L., Fitzpatrick, Z., Deterding, S., Nacke, L. E., & Johnson, D. (2017). How Multidisciplinary is Gamification Research? : Results from a Scoping Review. In Proc. of CHI PLAY 2017 Extended Abstracts (pp. 15–18). https://doi.org/10.1145/3130859.3131412

Kappen, D. L. (2017). Adaptive Engagement of Older Adults’ Fitness through Gamification. Thesis – University of Ontario Institute of Technology. Retrieved from http://hdl.handle.net/10155/881

Kappen, D. L., Mirza-Babaei, P., & Nacke, L. E. (2017). Gamification through the Application of Motivational Affordances for Physical Activity Technology. In Proc. of CHI PLAY ’17 (pp. 5–18). https://doi.org/10.1145/3116595.3116604


Article

Gamified and Persuasive Systems as Behavior Change Agents for Health and Wellness

Kappen, B. D. L., & Orji, R. (2017). Gamified and Persuasive Systems as Behaviour Change Agents for Health and Wellness. XRDS: Crossroads, The ACM Magazine for Students, (1), 52–55. https://doi.org/10.1145/3123750

 

2016


Proceedings

Kappen, D. L., Nacke, L. E., Gerling, K. M., & Tsotsos, L. E. (2016). Design Strategies for Gamified Physical Activity Applications for Older Adults. In Proceedings of the Annual Hawaii International Conference on System Sciences-49, IEEE (pp. 1309–1318). IEEE Computer Society. https://doi.org/10.1109/HICSS.2016.166

Elm, D., Tondello, G. F., Kappen, D. L., Ganaba, M., Stocco, M., & Nacke, L. E. (2016). CLEVER: A Trivia and Strategy Game for Enterprise Knowledge Learning. In Proc. of CHI PLAY 2016 Extended Abstracts (pp. 1–4). https://doi.org/10.1145/2968120.2971805

Elm, D., Kappen, D. L., Tondello, G. F., & Nacke, L. E. (2016). CLEVER: Gamification and Enterprise Knowledge Learning. In Proc. of CHI PLAY 2016 Extended Abstracts (pp. 141–148). https://doi.org/10.1145/2968120.2987745

 

Tondello, G. F., Kappen, D. L., Mekler, E. D., Ganaba, M., & Nacke, L. E. (2016). Heuristic Evaluation for Gameful Design. Proceedings of the 2016 Annual Symposium on Computer-Human Interaction in Play, Extended Abstracts – CHI PLAY Companion ’16, (October), 315–323. https://doi.org/10.1145/2968120.2987729

 

2015


Proceedings
Kappen, D. L. (2015). Adaptive Engagement of Older Adults ’ Fitness through Gamification. In Proc. of CHIPLAY2015., Extended Abstract

 

2014


Proceedings
Kappen, D. L., Mirza-Babaei, P., Johannsmeier, J., Buckstein, D., Robb, J., & Nacke, L. E. (2014). Engaged By Boos and Cheers: The Effect of Co-Located Game Audiences on Social Player Experience. In Proc of CHI PLAY 2014 (pp. 151–160).
Nacke, L. E., Costa, J. P., Kappen, D. L., Robb, J., & Buckstein, D. (2014). Developing Iconic and Semi-Iconic Game Controllers. In Proc. of CHI PLAY 2014 (pp. 435–436).

 

2013


Proceedings

Deconstructing ‘Gamified’ Task Management Applications

Kappen, D. L., Johannsmeier, J., & Nacke, L. E. (2013). Deconstructing ‘ Gamified ’ Task-Management Applications. In Gamification ’13: Proceedings of the First International Conference on Gameful Design, Research, and Applications, October 2013 Pages 139–142, https://doi.org/10.1145/2583008.2583034

Proceedings

EEG-Based Assessment of Video and In-Game Learning

Wehbe, R. R., Kappen, D. L., Rojas, D., Klauser, M., Kapralos, B., & Nacke, L. E. (2013). EEG-based assessment of Video and In-Game Learning. In CHI ’13 Extended Abstracts on Human Factors in Computing Systems (pp. 667–672). New York, NY, USA: ACM. https://doi.org/10.1145/2468356.2468474

Proceedings

Exploring Social Interaction in Co-Located Multiplayer Games

Kappen, D. L., Gregory, J., Stepchenko, D., Wehbe, R. R., & Nacke, L. E. (2013). Exploring Social Interaction in Co-located multiplayer games. In CHI ’13 Extended Abstracts on Human Factors in Computing Systems (pp. 1119–1124). New York, NY, USA: ACM. https://doi.org/10.1145/2468356.2468556

Proceedings

The Kaleidoscope of Effective Gamification: Deconstructing Gamification in Business Applications

Kappen, D. L., & Nacke, L. E. (2013). The Kaleidoscope of Effective Gamification: Deconstructing Gamification in Business Applications. In Gamification ’13: Proceedings of the First International Conference on Gameful Design, Research, and Applications (pp. 119–122). https://doi.org/10.1145/2583008.2583029

 

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