2020
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
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
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
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
Gamified and Persuasive Systems as Behavior Change Agents for Health and Wellness
2016
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
2014
2013
Deconstructing ‘Gamified’ Task Management Applications
EEG-Based Assessment of Video and In-Game Learning
Exploring Social Interaction in Co-Located Multiplayer Games
The Kaleidoscope of Effective Gamification: Deconstructing Gamification in Business Applications