Zobrazeno 1 - 10
of 22
pro vyhledávání: '"Dennis L. Kappen"'
Publikováno v:
Frontiers in Computer Science, Vol 2 (2020)
Gamification has enabled technology to facilitate behavior change through increasing the engagement and motivation of people in health and wellness domains. While research on physical activity (PA) and why older adults engage in PA exists, there are
Externí odkaz:
https://doaj.org/article/a4dab84d1912459b842858b84ea084f2
Autor:
Gustavo F. Tondello, Andrew B. Collmus, Lennart E. Nacke, Dennis L. Kappen, Richard N. Landers, Elisa D. Mekler
Publikováno v:
International Journal of Human-Computer Studies. 127:81-94
Background and Aim Gamefulness is commonly cited as the primary goal of gamification, a family of approaches employed in education, business, healthcare, government, and elsewhere. However, gamefulness is defined imprecisely across the literature. To
Publikováno v:
International Journal of Human–Computer Interaction. 35:140-167
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 bee...
Autor:
Rita Orji, Dennis L. Kappen
Publikováno v:
XRDS: Crossroads, The ACM Magazine for Students. 24:52-55
Gameful elements and persuasive strategies can motivate and encourage people to take charge of their health and achieve their ultimate wellness goal.
Publikováno v:
Human Aspects of IT for the Aged Population. Healthy and Active Aging ISBN: 9783030502485
HCI (28)
HCI (28)
While gamification strategy has been used in many areas such as marketing, education, health and wellness, only a few projects have investigated the relevance of longer study durations. There are limited number of long-term studies in the usage of ga
Externí odkaz:
https://explore.openaire.eu/search/publication?articleId=doi_________::d1e7d38f0f13828fa38600219b911201
https://doi.org/10.1007/978-3-030-50249-2_22
https://doi.org/10.1007/978-3-030-50249-2_22
Publikováno v:
Human-Computer Interaction. Perspectives on Design ISBN: 9783030226459
HCI (1)
HCI (1)
Despite the emergence of many gameful design methodologies in the literature, there is a lack of methods to evaluate the resulting designs. Gameful design techniques aim to increase the user’s motivation to interact with a software, but there are p
Externí odkaz:
https://explore.openaire.eu/search/publication?articleId=doi_________::7d3a708577bbde6c9c703afc33c726df
https://doi.org/10.1007/978-3-030-22646-6_16
https://doi.org/10.1007/978-3-030-22646-6_16
Publikováno v:
Human Aspects of IT for the Aged Population. Design for the Elderly and Technology Acceptance ISBN: 9783030220112
HCI (27)
HCI (27)
Gamification has become popular as a behavior change strategy to increase the motivation and engagement of clients in health and wellness applications. Motivational affordances or gamification elements can help to foster intrinsic or extrinsic motiva
Externí odkaz:
https://explore.openaire.eu/search/publication?articleId=doi_________::11e8ba649b0f71347ba2aa8b28199510
https://doi.org/10.1007/978-3-030-22012-9_28
https://doi.org/10.1007/978-3-030-22012-9_28
Publikováno v:
HICSS
Autor:
Daniel Johnson, Zachary Fitz-Walter, Sebastian Deterding, Nicholas O'Donnell, Dennis L. Kappen, Lennart E. Nacke
Publikováno v:
CHI PLAY (Companion)
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 g
Publikováno v:
CHI PLAY
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 approache