Dennis L. Kappen

Orcid: 0000-0003-4815-153X

Affiliations:
  • University of Ontario Institute of Technology, Canada


According to our database1, Dennis L. Kappen authored at least 22 papers between 2013 and 2020.

Collaborative distances:
  • Dijkstra number2 of five.
  • Erdős number3 of four.

Timeline

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Bibliography

2020
Technology Facilitates Physical Activity Through Gamification: A Thematic Analysis of an 8-Week Study.
Frontiers Comput. Sci., 2020

Older Adults' Motivation for Physical Activity Using Gamified Technology: An Eight-Week Experimental Study.
Proceedings of the Human Aspects of IT for the Aged Population. Healthy and Active Aging, 2020

2019
Defining gameful experience as a psychological state caused by gameplay: Replacing the term 'Gamefulness' with three distinct constructs.
Int. J. Hum. Comput. Stud., 2019

Older Adults' Physical Activity and Exergames: A Systematic Review.
Int. J. Hum. Comput. Interact., 2019

Gameful Design Heuristics: A Gamification Inspection Tool.
Proceedings of the Human-Computer Interaction. Perspectives on Design, 2019

Motivational Affordances for Older Adults' Physical Activity Technology: An Expert Evaluation.
Proceedings of the Human Aspects of IT for the Aged Population. Design for the Elderly and Technology Acceptance, 2019

2018
Gamification of Older Adults' Physical Activity: An Eight-Week Study.
Proceedings of the 51st Hawaii International Conference on System Sciences, 2018

Application of Augmented Reality for Multi-Scale Interactions in Emergency Vehicles.
Proceedings of the Adjunct Proceedings of the 10th International Conference on Automotive User Interfaces and Interactive Vehicular Applications, 2018

2017
Gamified and persuasive systems as behavior change agents for health and wellness.
XRDS, 2017

How Multidisciplinary is Gamification Research?: Results from a Scoping Review.
Proceedings of the Extended Abstracts Publication of the Annual Symposium on Computer-Human Interaction in Play, 2017

Gamification through the Application of Motivational Affordances for Physical Activity Technology.
Proceedings of the Annual Symposium on Computer-Human Interaction in Play, 2017

2016
Design Strategies for Gamified Physical Activity Applications for Older Adults.
Proceedings of the 49th Hawaii International Conference on System Sciences, 2016

Heuristic Evaluation for Gameful Design.
Proceedings of the 2016 Annual Symposium on Computer-Human Interaction in Play, 2016

CLEVER: A Trivia and Strategy Game for Enterprise Knowledge Learning.
Proceedings of the 2016 Annual Symposium on Computer-Human Interaction in Play, 2016

CLEVER: Gamification and Enterprise Knowledge Learning.
Proceedings of the 2016 Annual Symposium on Computer-Human Interaction in Play, 2016

2015
Adaptive Engagement of Older Adults' Fitness through Gamification.
Proceedings of the 2015 Annual Symposium on Computer-Human Interaction in Play, 2015

2014
Developing iconic and semi-iconic game controllers.
Proceedings of the first ACM SIGCHI annual symposium on Computer-human interaction in play, Toronto, ON, Canada, October 19, 2014

Engaged by boos and cheers: the effect of co-located game audiences on social player experience.
Proceedings of the first ACM SIGCHI annual symposium on Computer-human interaction in play, Toronto, ON, Canada, October 19, 2014

2013
The kaleidoscope of effective gamification: deconstructing gamification in business applications.
Proceedings of the First International Conference on Gameful Design, 2013

Deconstructing 'gamified' task-management applications.
Proceedings of the First International Conference on Gameful Design, 2013

EEG-based assessment of video and in-game learning.
Proceedings of the 2013 ACM SIGCHI Conference on Human Factors in Computing Systems, 2013

Exploring social interaction in co-located multiplayer games.
Proceedings of the 2013 ACM SIGCHI Conference on Human Factors in Computing Systems, 2013


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