Dennis L. Kappen

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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 <i>playful</i> way. We currently have limited models that frame what makes gamification effective (i.e., engaging people with a business application).(More)
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(More)
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(More)
Tasks have an overwhelming effect on our management capacity, including the societal need to attend events as part of our office culture. Using gamification to make task and chore management more exciting could allow people to be more productive while they are engaged and focused on their tasks. There is currently a lack of studies on the usefulness of(More)
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(More)
Staying physically active is essential to wellbeing in late life. However, many older adults experience barriers to physical activity. Past research has investigated the development of playful interactive systems to support exercise routines and reduce access barriers. Yet, little research has been done on older adults' needs and preferences regarding(More)
We propose the notion of semi-iconic game input (i.e., sharing some properties of game objects instead of being a complete iconic representation of them) and investigate influence of controller representation on player experience. In particular, we developed game controllers at different degrees of realism (symbolic, semi-iconic, and iconic). We present the(More)
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