Dennis L. Kappen

ORCID: 0000-0003-4815-153X
Publications
Citations
Views
---
Saved
---
About
Contact & Profiles
Research Areas
  • Educational Games and Gamification
  • Physical Activity and Health
  • Digital Games and Media
  • Virtual Reality Applications and Impacts
  • Motivation and Self-Concept in Sports
  • Technology Use by Older Adults
  • Augmented Reality Applications
  • Behavioral Health and Interventions
  • Mobile Health and mHealth Applications
  • Innovative Human-Technology Interaction
  • Innovative Teaching and Learning Methods
  • Flow Experience in Various Fields
  • Mind wandering and attention
  • Neural and Behavioral Psychology Studies
  • Neurobiology and Insect Physiology Research
  • Multimedia Communication and Technology
  • Impact of Technology on Adolescents
  • Human-Automation Interaction and Safety
  • Data Visualization and Analytics
  • Action Observation and Synchronization
  • Interactive and Immersive Displays

Humber College
2015-2020

University of Ontario Institute of Technology
2013-2018

University of Waterloo
2018

Lakeridge Health
2013

Developers of gamified business applications face the challenge 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 application). Thus, we propose design-centric model analysis tool for gamification: The kaleidoscope gamification. take look at current game design, self-determination theory...

10.1145/2583008.2583029 article EN 2013-10-02

Despite the emergence of many gameful design methods in literature, there is a lack evaluation specific to design. To address this gap, we present new set guidelines for heuristic interactive systems. First, review several identify dimensions motivational affordances most often employed. Then, 28 gamification heuristics aimed at enabling experts rapidly evaluate system. The resulting are method user experience

10.1145/2968120.2987729 article EN 2016-10-12

Staying physically active is essential to wellbeing in late life. However, many older adults experience barriers physical activity. Past research has investigated the development of playful interactive systems support exercise routines and reduce access barriers. Yet, little been done on adults' needs preferences regarding technologies that We address this issue through an exploration motivations grouped around themes relevant technology design. conducted semi-structured interviews with 19...

10.1109/hicss.2016.166 article EN 2016-01-01

Motivational affordances are attributes of interactive technologies or game elements that promote participation in physical activity (PA) routines. Although these have been previously integrated into non-tailored approaches, the motivations adults for PA specific (e.g., to improve one's health, wellness, fitness). There no previous comparisons either motivation participate motivational facilitate different age groups. Therefore, we conducted an online survey with 150 participants using...

10.1145/3116595.3116604 article EN 2017-10-10

Little is currently known about the influence of co-located player audiences on gameplay experience. Social experiences are important to understand in gaming scenarios, because these relate performance. Player-audience relationships have been studied before, but prior research focused attributes and typology. In our study, we investigated effect different audience types (silent, positive, negative) no For contribute a video game specifically developed for two-player, findings from...

10.1145/2658537.2658687 article EN 2014-10-19

Gameful elements and persuasive strategies can motivate encourage people to take charge of their health achieve ultimate wellness goal.

10.1145/3123750 article EN XRDS Crossroads The ACM Magazine for Students 2017-09-14

Designing fitness programs to combat a sedentary lifestyle and foster older adults' motivation goal-setting is not yet well-understood beyond point-based systems. To improve (over 50 years) health wellness, we studied gamified physical activity intervention over eight weeks in an experiment (N=30) with three conditions (gamified, non-gamified, control). Our qualitative analysis showed the group exhibited more engagement interest performing facilitated by technology. Results from our...

10.24251/hicss.2018.149 article EN cc-by-nc-nd Proceedings of the ... Annual Hawaii International Conference on System Sciences/Proceedings of the Annual Hawaii International Conference on System Sciences 2018-01-01

Gamification has been repeatedly framed as an emerging multidisciplinary research field. However, it is unclear how the field actually is. To answer this question, paper presents initial results of a broader scoping review gamification published between 2010 and 2016. Close to 2,000 peer-reviewed English-language journal conference papers were identified across 11 databases categorized by discipline. Results indicate explosive growth literature peaking in 2015. Early on, Information...

10.1145/3130859.3131412 article EN 2017-10-10

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 imitation actions. However, are also made to be learnt individually during gameplay. Our study seeks assess which is more effective for learning: just a game yourself or somebody play it first. We compare two gameplay situations: digital before game-play after video. Using between-participants design, measure effectiveness we...

10.1145/2468356.2468474 article EN 2013-04-27

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

10.1145/2468356.2468556 article EN 2013-04-27

Many older adults lead sedentary lifestyles, as the challenges of aging can complicate efforts to maintain a healthy level physical activity. These include decreasing strength, reduced mental capacity, social isolation, and development chronic health conditions. My PhD research attempts analyze needs review their attitudes motivations towards activity (PA). Furthermore, I aim investigate various approaches in socially interactive fitness programs, with goal increasing positive lifestyle...

10.1145/2793107.2810276 article EN 2015-10-05

Gamification technology has served as behaviour change mechanism for increasing the engagement and motivation of consumers in many areas including health wellness domains. While research on physical activity (PA) to participate PA context older adults exist, there are fewer studies usage gamified by over longer periods time. We conducted a mixed-method, eight-week, synchronous, three-condition experimental study with 50+ age group. Participants were randomized into Group 1 (gamified), 2...

10.3389/fcomp.2020.530309 article EN cc-by Frontiers in Computer Science 2020-10-22

Tasks have an overwhelming effect on our management capacity, including the societal need to attend events as part of office culture. Using gamification make task and chore more exciting could allow people be productive while they are engaged focused their tasks. There is currently a lack studies usefulness gamified task-management applications. We address this by investigating two memory-aid applications with task-based gamification. One app was easier learn use other satisfying motivating....

10.1145/2583008.2583034 article EN 2013-10-02

This paper describes the design and a preliminary implementation study of gamified knowledge management system (KMS) that supports learning component within (KM). KM includes acquiring social capital through process acquisition, sharing, dissemination company. Employees often lack motivation to share their implicit with one another are reluctant engage in collaborative forum for such exchange. We developed an enterprise KMS help foster this participatory learning. More importantly, game...

10.1145/2968120.2987745 article EN 2016-10-12

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 hardly used, because workers lack motivation to engage in collaborative process sharing learning. To address this, we developed gameful learning component an system (KMS). Our game features innovative combination trivia strategy elements, put together afford KMS. It can be played by employees same organization...

10.1145/2968120.2971805 article EN 2016-10-12

Currently, paramedics are provided information from the 911 operator regarding emergency faced by patient/victim in a medical distress. While many distress scenarios for exist, challenges victim with problem has to be imagined driving situation. Augmenting scenario on ambulance instrument panel of vehicle dashboard pre-triage patients will help prepare an improved patient care protocol site. Providing conditions real-time basis facilitating onboarding experience using syncing vital...

10.1145/3239092.3267415 article EN 2018-09-13

We propose the notion of semi-iconic game input (i.e., sharing some properties objects instead being a complete iconic representation them) and investigate influence controller on player experience. In particular, we developed controllers at different degrees realism (symbolic, semi-iconic, iconic). present initial usability findings.

10.1145/2658537.2661327 article EN 2014-10-19
Coming Soon ...