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Dive into the research topics where Dennis L. Kappen is active.

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Featured researches published by Dennis L. Kappen.


Proceedings of the First International Conference on Gameful Design, Research, and Applications | 2013

The kaleidoscope of effective gamification: deconstructing gamification in business applications

Dennis L. Kappen; Lennart E. Nacke

Developers of gamified business applications face the challenge of creating motivating gameplay strategies and creative design techniques to deliver subject matter not typically associated with games in a playful way. We currently have limited models that frame what makes gamification effective (i.e., engaging people with a business application). Thus, we propose a design-centric model and analysis tool for gamification: The kaleidoscope of effective gamification. We take a look at current models of game design, self-determination theory and the principles of systems design to deconstruct the gamification layer in the design of these applications. Based on the layers of our model, we provide design guidelines for effective gamification of business applications.


human factors in computing systems | 2013

EEG-based assessment of video and in-game learning

Rina R. Wehbe; Dennis L. Kappen; David Rojas; Matthias Klauser; Bill Kapralos; Lennart E. Nacke

People often learn game-related information in video games by taking turns playing and watching each other play. This type of in-game learning involves both observation and imitation of actions. However, games are also made to be learnt individually during gameplay. Our study seeks to assess which is more effective for learning: just playing a game yourself or watching somebody play it first. We compare two gameplay situations: playing a digital game before watching a game-play video and playing a digital game after watching a gameplay video. Using a between-participants design, to measure learning effectiveness we recorded Mu rhythms, which are indirectly linked to mirror neuron activation during imitation learning. We also analyze hemispheric frontal alpha asymmetry. Our results indicate that presentation order of the video game matters and players are more aroused when watching a gameplay video before playing.


annual symposium on computer human interaction in play | 2014

Engaged by boos and cheers: the effect of co-located game audiences on social player experience

Dennis L. Kappen; Pejman Mirza-Babaei; Jens Johannsmeier; Daniel Buckstein; James Robb; Lennart E. Nacke

Little is currently known about the influence of co-located player audiences on gameplay experience. Social player experiences are important to understand in co-located gaming scenarios, because these experiences relate to player performance. Player-audience relationships have been studied before, but prior research focused on player attributes and typology. In our study, we investigated the effect of different co-located audience types (silent, positive, negative) and no audience on player experience. For the study, we contribute a video game specifically developed for two-player, co-located gameplay and findings from questionnaires and semi-structured interviews. Our findings show that both -- negative and positive audience activity -- drove players to become more engaged in the video game. In contrast, silent audiences made players feel unnerved and less engaged in gameplay. Our paper is the first to study of the relevance of co-located audience influence on player experience, which is important for understanding the design of co-located games.


human factors in computing systems | 2013

Exploring social interaction in co-located multiplayer games

Dennis L. Kappen; John Gregory; Daniel Stepchenko; Rina R. Wehbe; Lennart E. Nacke

Games have always been a social activity. Playing digital games affords spending time with people; helps build personal connections between individuals and helps to redefine the personality of the player while in play. Games also enable to build the concept of togetherness as a means to foster and enhance the concept of social connectedness, mutual dependencies, collaboration, community living and social interaction. We present a work in progress digital game installation to create multi-level social interactions between the player, the spatial game environment and the digital game. We discuss MagicDuel, a multiplayer digital game, where we are in the process of evaluating the socio-spatial contextual relationship between the players, the audience and gameplay elements for this specific digital game.


annual symposium on computer human interaction in play | 2016

Heuristic Evaluation for Gameful Design

Gustavo Fortes Tondello; Dennis L. Kappen; Elisa D. Mekler; Marim Ganaba; Lennart E. Nacke

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 gameful design in interactive systems. First, we review several gameful design methods to identify the dimensions of motivational affordances most often employed. Then, we present a set of 28 gamification heuristics aimed at enabling experts to rapidly evaluate a gameful system. The resulting heuristics are a new method to evaluate user experience in gameful interactive systems.


International Journal of Human-computer Interaction | 2018

Older Adults’ Physical Activity and Exergames: A Systematic Review

Dennis L. Kappen; Pejman Mirza-Babaei; Lennart E. Nacke

ABSTRACT Exertion games, also referred to as exergames, have become popular because they combine physical activity (PA) with game mechanics, such as actions, challenges, and achievements. Exergames have been also used to encourage PA among older adults, as technological interventions to help achieve the latters’ health and wellness goals and as aids to rehabilitation. To the best of our knowledge, no systematic review of empirical studies on exergaming and older adults’ PA has been reported in the literature. Our review indicates that exergames make a measurable contribution to the improvement of health and wellness goals of older adults. Our systematic review identifies 9 categories and 19 themes of exergame applications in the domain of older adults’ PA. We aggregate these categories and themes into three broader exergaming clusters, of “training,” “rehabilitation,” and “wellness.” Additionally, we outline pathways for future empirical research into applying exergames as health and wellness interventions for older adults through physical activities.


annual symposium on computer-human interaction in play | 2017

Gamification through the Application of Motivational Affordances for Physical Activity Technology

Dennis L. Kappen; Pejman Mirza-Babaei; Lennart E. Nacke

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 into technologies in non-tailored approaches, the motivations of adults for PA are specific (e.g., to improve ones health, wellness, or fitness). There are no previous comparisons of either the motivation to participate in PA or motivational affordances that facilitate PA in different age groups. Therefore, we conducted an online survey with 150 participants using the Exercise Motivations Inventory-2 scale (EMI-2) together with long-form questions to explore motivational affordances and PA technology preferences in four age groups. Our results suggest health-related pressures are significant motivations for PA in different age groups. Additionally, a content analysis of preferences allowed us to distinguish between gamified motivational affordances and feedback elements. These results provide age-group-specific gamification design guidelines for incorporating motivational elements in PA technology.


annual symposium on computer human interaction in play | 2016

CLEVER: Gamification and Enterprise Knowledge Learning

Dominic Elm; Dennis L. Kappen; Gustavo Fortes Tondello; Lennart E. Nacke

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 capital through the process of acquisition, sharing, and dissemination of knowledge within a company. Employees often lack the motivation to share their implicit knowledge with one another and are reluctant to engage in a collaborative forum for such knowledge exchange. We developed a gamified learning component of an enterprise KMS to help foster this process of collaborative and participatory learning. More importantly, this game combines trivia and strategy elements as game elements to motivate the players for knowledge exchange. We report preliminary results from an exploratory study with nine participants which indicates that the above combination of game elements does contribute to participatory knowledge learning within an enterprise KMS.


annual symposium on computer human interaction in play | 2016

CLEVER: A Trivia and Strategy Game for Enterprise Knowledge Learning

Dominic Elm; Gustavo Fortes Tondello; Dennis L. Kappen; Marim Ganaba; Melissa Stocco; Lennart E. Nacke

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 motivation to engage in a collaborative process of knowledge sharing and learning. To address this, we developed a gameful learning component of an enterprise KM system (KMS). Our game features an innovative combination of trivia and strategy elements, put together to afford motivation within a KMS. It can be played by employees in the same organization to foster collaborative knowledge exchange and learning.


annual symposium on computer human interaction in play | 2017

How Multidisciplinary is Gamification Research?: Results from a Scoping Review

Nicholas O'Donnell; Dennis L. Kappen; Zachary Fitz-Walter; Sebastian Deterding; Lennart E. Nacke; D. Johnson

Gamification has been repeatedly framed as an emerging multidisciplinary research field. However, it is unclear how multidisciplinary the field actually is. To answer this question, this paper presents initial results of a broader scoping review of gamification research published between 2010 and 2016. Close to 2,000 peer-reviewed English-language journal and conference papers were identified across 11 databases and categorized by discipline. Results indicate an explosive growth of literature peaking in 2015. Early on, Information and Computing Science dominated the field, to be overtaken by the sum of other disciplines in 2013, education, economics and tourism in specific. This indicates that gamification was initially a field within computer science and HCI and has only recently become truly multi-disciplinary.

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Daniel Buckstein

University of Ontario Institute of Technology

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James Robb

University of Ontario Institute of Technology

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Jens Johannsmeier

University of Ontario Institute of Technology

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