ºÝºÝߣshows by User: DennisKappen / http://www.slideshare.net/images/logo.gif ºÝºÝߣshows by User: DennisKappen / Wed, 07 Feb 2018 03:38:03 GMT ºÝºÝߣShare feed for ºÝºÝߣshows by User: DennisKappen PhD Thesis - Adaptive Engagement of older adults' fitness through gamification /slideshow/phd-thesis-adaptive-engagement-of-older-adults-fitness-through-gamification/87349945 phdthesis-adaptiveengagementofolderadultsfitnessthroughgamification-180207033804
Older adults are often not physically active because they lack motivation, time, and/or physical ability. Not only does this impact the life of older adults, but it also affects society as a whole, because the cost of healthcare attached to maintaining the health of older adults is continually rising. This thesis addresses the problem by investigating the disenchantment of older adults with physical activity (PA), reasons for their lack of participation in PA, and contributes motivational affordances for PA. This thesis makes three important contributions to human-computer interaction: a) the development of adaptive engagement guidelines for PA technology for older adults. b) the Exercise Motivation Technology Framework (EMFT) - a framework to aid in the design and development of PA technology for older adults, and c) the Kaleidoscope of Effective Gamification (KEG) - a design and analysis tool for helping designers design and develop gamified apps. These contributions were achieved through a phased investigative approach. The analysis of preliminary studies (Phase 1) resulted in the development of the EMTF for older adults PA technology. A survey study (Phase 2) on the preferences of motivational affordances for PA across different age groups suggested that ‘health pressures’ and ‘ill-health avoidance’ were significant exercise motives for PA in different age groups. Age-differentiated guidelines from Phase 2 were used to develop and evaluate Spirit50 (Phase 3), a gamified technology artifact, specifically developed under my supervision for adults over 50 years of age. Phase 4 was a synchronous, three-condition (gamified, non-gamified, and control groups) experimental study over an eight-week period with a total of 30 participants. Expert evaluation (Phase 5) to review technology facilitation of PA using the Spirit50 app also pointed to the usefulness and the applicability of gamification as a behaviour change technology for delivering PA solutions for older adults. The findings of this thesis contribute to understanding PA motivation among older adults on a granular level from a technology facilitation standpoint using gamification strategies. The EMTF model helped to design PA technology by combining desirability, customization, and motivational affordances for older adults. Finally, this thesis contributes to tailoring and personalizing of adaptive engagement strategies using specific gamification elements like goals supported by challenges, selection of quests based on ability, progressive feedback, and rewards validating performance and efforts as potential ways to deliver age-centric PA technology for older adults]]>

Older adults are often not physically active because they lack motivation, time, and/or physical ability. Not only does this impact the life of older adults, but it also affects society as a whole, because the cost of healthcare attached to maintaining the health of older adults is continually rising. This thesis addresses the problem by investigating the disenchantment of older adults with physical activity (PA), reasons for their lack of participation in PA, and contributes motivational affordances for PA. This thesis makes three important contributions to human-computer interaction: a) the development of adaptive engagement guidelines for PA technology for older adults. b) the Exercise Motivation Technology Framework (EMFT) - a framework to aid in the design and development of PA technology for older adults, and c) the Kaleidoscope of Effective Gamification (KEG) - a design and analysis tool for helping designers design and develop gamified apps. These contributions were achieved through a phased investigative approach. The analysis of preliminary studies (Phase 1) resulted in the development of the EMTF for older adults PA technology. A survey study (Phase 2) on the preferences of motivational affordances for PA across different age groups suggested that ‘health pressures’ and ‘ill-health avoidance’ were significant exercise motives for PA in different age groups. Age-differentiated guidelines from Phase 2 were used to develop and evaluate Spirit50 (Phase 3), a gamified technology artifact, specifically developed under my supervision for adults over 50 years of age. Phase 4 was a synchronous, three-condition (gamified, non-gamified, and control groups) experimental study over an eight-week period with a total of 30 participants. Expert evaluation (Phase 5) to review technology facilitation of PA using the Spirit50 app also pointed to the usefulness and the applicability of gamification as a behaviour change technology for delivering PA solutions for older adults. The findings of this thesis contribute to understanding PA motivation among older adults on a granular level from a technology facilitation standpoint using gamification strategies. The EMTF model helped to design PA technology by combining desirability, customization, and motivational affordances for older adults. Finally, this thesis contributes to tailoring and personalizing of adaptive engagement strategies using specific gamification elements like goals supported by challenges, selection of quests based on ability, progressive feedback, and rewards validating performance and efforts as potential ways to deliver age-centric PA technology for older adults]]>
Wed, 07 Feb 2018 03:38:03 GMT /slideshow/phd-thesis-adaptive-engagement-of-older-adults-fitness-through-gamification/87349945 DennisKappen@slideshare.net(DennisKappen) PhD Thesis - Adaptive Engagement of older adults' fitness through gamification DennisKappen Older adults are often not physically active because they lack motivation, time, and/or physical ability. Not only does this impact the life of older adults, but it also affects society as a whole, because the cost of healthcare attached to maintaining the health of older adults is continually rising. This thesis addresses the problem by investigating the disenchantment of older adults with physical activity (PA), reasons for their lack of participation in PA, and contributes motivational affordances for PA. This thesis makes three important contributions to human-computer interaction: a) the development of adaptive engagement guidelines for PA technology for older adults. b) the Exercise Motivation Technology Framework (EMFT) - a framework to aid in the design and development of PA technology for older adults, and c) the Kaleidoscope of Effective Gamification (KEG) - a design and analysis tool for helping designers design and develop gamified apps. These contributions were achieved through a phased investigative approach. The analysis of preliminary studies (Phase 1) resulted in the development of the EMTF for older adults PA technology. A survey study (Phase 2) on the preferences of motivational affordances for PA across different age groups suggested that ‘health pressures’ and ‘ill-health avoidance’ were significant exercise motives for PA in different age groups. Age-differentiated guidelines from Phase 2 were used to develop and evaluate Spirit50 (Phase 3), a gamified technology artifact, specifically developed under my supervision for adults over 50 years of age. Phase 4 was a synchronous, three-condition (gamified, non-gamified, and control groups) experimental study over an eight-week period with a total of 30 participants. Expert evaluation (Phase 5) to review technology facilitation of PA using the Spirit50 app also pointed to the usefulness and the applicability of gamification as a behaviour change technology for delivering PA solutions for older adults. The findings of this thesis contribute to understanding PA motivation among older adults on a granular level from a technology facilitation standpoint using gamification strategies. The EMTF model helped to design PA technology by combining desirability, customization, and motivational affordances for older adults. Finally, this thesis contributes to tailoring and personalizing of adaptive engagement strategies using specific gamification elements like goals supported by challenges, selection of quests based on ability, progressive feedback, and rewards validating performance and efforts as potential ways to deliver age-centric PA technology for older adults <img style="border:1px solid #C3E6D8;float:right;" alt="" src="https://cdn.slidesharecdn.com/ss_thumbnails/phdthesis-adaptiveengagementofolderadultsfitnessthroughgamification-180207033804-thumbnail.jpg?width=120&amp;height=120&amp;fit=bounds" /><br> Older adults are often not physically active because they lack motivation, time, and/or physical ability. Not only does this impact the life of older adults, but it also affects society as a whole, because the cost of healthcare attached to maintaining the health of older adults is continually rising. This thesis addresses the problem by investigating the disenchantment of older adults with physical activity (PA), reasons for their lack of participation in PA, and contributes motivational affordances for PA. This thesis makes three important contributions to human-computer interaction: a) the development of adaptive engagement guidelines for PA technology for older adults. b) the Exercise Motivation Technology Framework (EMFT) - a framework to aid in the design and development of PA technology for older adults, and c) the Kaleidoscope of Effective Gamification (KEG) - a design and analysis tool for helping designers design and develop gamified apps. These contributions were achieved through a phased investigative approach. The analysis of preliminary studies (Phase 1) resulted in the development of the EMTF for older adults PA technology. A survey study (Phase 2) on the preferences of motivational affordances for PA across different age groups suggested that ‘health pressures’ and ‘ill-health avoidance’ were significant exercise motives for PA in different age groups. Age-differentiated guidelines from Phase 2 were used to develop and evaluate Spirit50 (Phase 3), a gamified technology artifact, specifically developed under my supervision for adults over 50 years of age. Phase 4 was a synchronous, three-condition (gamified, non-gamified, and control groups) experimental study over an eight-week period with a total of 30 participants. Expert evaluation (Phase 5) to review technology facilitation of PA using the Spirit50 app also pointed to the usefulness and the applicability of gamification as a behaviour change technology for delivering PA solutions for older adults. The findings of this thesis contribute to understanding PA motivation among older adults on a granular level from a technology facilitation standpoint using gamification strategies. The EMTF model helped to design PA technology by combining desirability, customization, and motivational affordances for older adults. Finally, this thesis contributes to tailoring and personalizing of adaptive engagement strategies using specific gamification elements like goals supported by challenges, selection of quests based on ability, progressive feedback, and rewards validating performance and efforts as potential ways to deliver age-centric PA technology for older adults
PhD Thesis - Adaptive Engagement of older adults' fitness through gamification from Dennis Kappen
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#Gamification of Older Adults’ Physical Activity: An Experimental Study (HICSS-51-2018) /slideshow/gamification-of-older-adults-physical-activity-an-experimental-study-hicss512018/86136343 hicss2017-presentation2-180114165651
Designing fitness programs to combat a sedentary lifestyle and foster older adults’ motivation and goal-setting is not yet well-understood beyond point-based systems. To improve older adults’ (over 50 years) health and wellness, we studied a gamified physical activity intervention over eight weeks in an experiment (N=30) with three conditions (gamified, non-gamified, control). Our qualitative analysis showed the gamified group exhibited more engagement and interest in performing physical activity facilitated by technology. Results from our quantitative analysis indicated significance in the perceived competence dimension compared to the non-gamified and the control group. Perceived autonomy was significant for the non-gamified group against the control group. The findings from the quali-tative and quantitative analysis show motivation, enjoyment, and engagement were higher in the gamified group. This provides support for successfully facilitating older adults’ physical activity through gamified technology, which helped us create guidelines for older adults’ adaptive engagement.]]>

Designing fitness programs to combat a sedentary lifestyle and foster older adults’ motivation and goal-setting is not yet well-understood beyond point-based systems. To improve older adults’ (over 50 years) health and wellness, we studied a gamified physical activity intervention over eight weeks in an experiment (N=30) with three conditions (gamified, non-gamified, control). Our qualitative analysis showed the gamified group exhibited more engagement and interest in performing physical activity facilitated by technology. Results from our quantitative analysis indicated significance in the perceived competence dimension compared to the non-gamified and the control group. Perceived autonomy was significant for the non-gamified group against the control group. The findings from the quali-tative and quantitative analysis show motivation, enjoyment, and engagement were higher in the gamified group. This provides support for successfully facilitating older adults’ physical activity through gamified technology, which helped us create guidelines for older adults’ adaptive engagement.]]>
Sun, 14 Jan 2018 16:56:51 GMT /slideshow/gamification-of-older-adults-physical-activity-an-experimental-study-hicss512018/86136343 DennisKappen@slideshare.net(DennisKappen) #Gamification of Older Adults’ Physical Activity: An Experimental Study (HICSS-51-2018) DennisKappen Designing fitness programs to combat a sedentary lifestyle and foster older adults’ motivation and goal-setting is not yet well-understood beyond point-based systems. To improve older adults’ (over 50 years) health and wellness, we studied a gamified physical activity intervention over eight weeks in an experiment (N=30) with three conditions (gamified, non-gamified, control). Our qualitative analysis showed the gamified group exhibited more engagement and interest in performing physical activity facilitated by technology. Results from our quantitative analysis indicated significance in the perceived competence dimension compared to the non-gamified and the control group. Perceived autonomy was significant for the non-gamified group against the control group. The findings from the quali-tative and quantitative analysis show motivation, enjoyment, and engagement were higher in the gamified group. This provides support for successfully facilitating older adults’ physical activity through gamified technology, which helped us create guidelines for older adults’ adaptive engagement. <img style="border:1px solid #C3E6D8;float:right;" alt="" src="https://cdn.slidesharecdn.com/ss_thumbnails/hicss2017-presentation2-180114165651-thumbnail.jpg?width=120&amp;height=120&amp;fit=bounds" /><br> Designing fitness programs to combat a sedentary lifestyle and foster older adults’ motivation and goal-setting is not yet well-understood beyond point-based systems. To improve older adults’ (over 50 years) health and wellness, we studied a gamified physical activity intervention over eight weeks in an experiment (N=30) with three conditions (gamified, non-gamified, control). Our qualitative analysis showed the gamified group exhibited more engagement and interest in performing physical activity facilitated by technology. Results from our quantitative analysis indicated significance in the perceived competence dimension compared to the non-gamified and the control group. Perceived autonomy was significant for the non-gamified group against the control group. The findings from the quali-tative and quantitative analysis show motivation, enjoyment, and engagement were higher in the gamified group. This provides support for successfully facilitating older adults’ physical activity through gamified technology, which helped us create guidelines for older adults’ adaptive engagement.
#Gamification of Older Adults’ Physical Activity: An Experimental Study (HICSS-51-2018) from Dennis Kappen
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#Gamification through the Application of Motivational Affordances for Physical Activity Technology /slideshow/gamification-through-the-application-of-motivational-affordances-for-physical-activity-technology/81529251 chiplay2017-presentation2-slideshare-171102202726
Age-differentiated motivational affordances conducive to designing physical activity technology apps for different age groups. this research was presented at CHIPLAY 2017 and can be downloaded from the folowing websites: 1) http://hcigames.com/download/gamification-motivational-affordances-physical-activity-technology/ 2)http://delivery.acm.org/10.1145/3120000/3116604/p5-kappen.pdf?ip=70.26.105.55&id=3116604&acc=OPENTOC&key=4D4702B0C3E38B35%2E4D4702B0C3E38B35%2E4D4702B0C3E38B35%2E9F04A3A78F7D3B8D&CFID=825184743&CFTOKEN=91167002&__acm__=1509655228_9170d7d6ebe8866b05ed935c28df0545 ]]>

Age-differentiated motivational affordances conducive to designing physical activity technology apps for different age groups. this research was presented at CHIPLAY 2017 and can be downloaded from the folowing websites: 1) http://hcigames.com/download/gamification-motivational-affordances-physical-activity-technology/ 2)http://delivery.acm.org/10.1145/3120000/3116604/p5-kappen.pdf?ip=70.26.105.55&id=3116604&acc=OPENTOC&key=4D4702B0C3E38B35%2E4D4702B0C3E38B35%2E4D4702B0C3E38B35%2E9F04A3A78F7D3B8D&CFID=825184743&CFTOKEN=91167002&__acm__=1509655228_9170d7d6ebe8866b05ed935c28df0545 ]]>
Thu, 02 Nov 2017 20:27:26 GMT /slideshow/gamification-through-the-application-of-motivational-affordances-for-physical-activity-technology/81529251 DennisKappen@slideshare.net(DennisKappen) #Gamification through the Application of Motivational Affordances for Physical Activity Technology DennisKappen Age-differentiated motivational affordances conducive to designing physical activity technology apps for different age groups. this research was presented at CHIPLAY 2017 and can be downloaded from the folowing websites: 1) http://hcigames.com/download/gamification-motivational-affordances-physical-activity-technology/ 2)http://delivery.acm.org/10.1145/3120000/3116604/p5-kappen.pdf?ip=70.26.105.55&id=3116604&acc=OPENTOC&key=4D4702B0C3E38B35%2E4D4702B0C3E38B35%2E4D4702B0C3E38B35%2E9F04A3A78F7D3B8D&CFID=825184743&CFTOKEN=91167002&__acm__=1509655228_9170d7d6ebe8866b05ed935c28df0545 <img style="border:1px solid #C3E6D8;float:right;" alt="" src="https://cdn.slidesharecdn.com/ss_thumbnails/chiplay2017-presentation2-slideshare-171102202726-thumbnail.jpg?width=120&amp;height=120&amp;fit=bounds" /><br> Age-differentiated motivational affordances conducive to designing physical activity technology apps for different age groups. this research was presented at CHIPLAY 2017 and can be downloaded from the folowing websites: 1) http://hcigames.com/download/gamification-motivational-affordances-physical-activity-technology/ 2)http://delivery.acm.org/10.1145/3120000/3116604/p5-kappen.pdf?ip=70.26.105.55&amp;id=3116604&amp;acc=OPENTOC&amp;key=4D4702B0C3E38B35%2E4D4702B0C3E38B35%2E4D4702B0C3E38B35%2E9F04A3A78F7D3B8D&amp;CFID=825184743&amp;CFTOKEN=91167002&amp;__acm__=1509655228_9170d7d6ebe8866b05ed935c28df0545
#Gamification through the Application of Motivational Affordances for Physical Activity Technology from Dennis Kappen
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#Gamification of Physical Activity�: Perspectives for 2017 /slideshow/gamification-of-physical-activity-perspectives-for-2017/70572771 2017-gamificationofphysicalactivity7-170101020038
#Gamification is the strategy of transforming mundane daily activities into a fun, engaging and a motivating activity. The process of incorporating gaming constructs such as rules, actions and challenges create a gamification platform to transform a mundane task as engaging in Physical Activity for health wellness and fitness goals. Engaging in a fitness or physical activity is a mundane activity, which can be transformed into a fun activity through Gamification ]]>

#Gamification is the strategy of transforming mundane daily activities into a fun, engaging and a motivating activity. The process of incorporating gaming constructs such as rules, actions and challenges create a gamification platform to transform a mundane task as engaging in Physical Activity for health wellness and fitness goals. Engaging in a fitness or physical activity is a mundane activity, which can be transformed into a fun activity through Gamification ]]>
Sun, 01 Jan 2017 02:00:38 GMT /slideshow/gamification-of-physical-activity-perspectives-for-2017/70572771 DennisKappen@slideshare.net(DennisKappen) #Gamification of Physical Activity�: Perspectives for 2017 DennisKappen #Gamification is the strategy of transforming mundane daily activities into a fun, engaging and a motivating activity. The process of incorporating gaming constructs such as rules, actions and challenges create a gamification platform to transform a mundane task as engaging in Physical Activity for health wellness and fitness goals. Engaging in a fitness or physical activity is a mundane activity, which can be transformed into a fun activity through Gamification <img style="border:1px solid #C3E6D8;float:right;" alt="" src="https://cdn.slidesharecdn.com/ss_thumbnails/2017-gamificationofphysicalactivity7-170101020038-thumbnail.jpg?width=120&amp;height=120&amp;fit=bounds" /><br> #Gamification is the strategy of transforming mundane daily activities into a fun, engaging and a motivating activity. The process of incorporating gaming constructs such as rules, actions and challenges create a gamification platform to transform a mundane task as engaging in Physical Activity for health wellness and fitness goals. Engaging in a fitness or physical activity is a mundane activity, which can be transformed into a fun activity through Gamification
#Gamification of Physical Activity : Perspectives for 2017 from Dennis Kappen
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#supplychain and Twitter Analytics /slideshow/supplychain-and-twitter-analytics/70041516 twitteranalytics4-161212034635
Twitter Analytics for hashtag #supplychain. Considering Twitter and Twitter data for supply chain practice and research Review of a research paper: "Insights from hashtag #supplychain and Twitter Analytics: Considering Twitter and Twitter data for supply chain practice and research Bongsug (Kevin) Chae Department of Management, College of Business Administration, Kansas State University, United States Received 1 March 2014, Accepted 28 December 2014, Available online 5 January 2015]]>

Twitter Analytics for hashtag #supplychain. Considering Twitter and Twitter data for supply chain practice and research Review of a research paper: "Insights from hashtag #supplychain and Twitter Analytics: Considering Twitter and Twitter data for supply chain practice and research Bongsug (Kevin) Chae Department of Management, College of Business Administration, Kansas State University, United States Received 1 March 2014, Accepted 28 December 2014, Available online 5 January 2015]]>
Mon, 12 Dec 2016 03:46:35 GMT /slideshow/supplychain-and-twitter-analytics/70041516 DennisKappen@slideshare.net(DennisKappen) #supplychain and Twitter Analytics DennisKappen Twitter Analytics for hashtag #supplychain. Considering Twitter and Twitter data for supply chain practice and research Review of a research paper: "Insights from hashtag #supplychain and Twitter Analytics: Considering Twitter and Twitter data for supply chain practice and research Bongsug (Kevin) Chae Department of Management, College of Business Administration, Kansas State University, United States Received 1 March 2014, Accepted 28 December 2014, Available online 5 January 2015 <img style="border:1px solid #C3E6D8;float:right;" alt="" src="https://cdn.slidesharecdn.com/ss_thumbnails/twitteranalytics4-161212034635-thumbnail.jpg?width=120&amp;height=120&amp;fit=bounds" /><br> Twitter Analytics for hashtag #supplychain. Considering Twitter and Twitter data for supply chain practice and research Review of a research paper: &quot;Insights from hashtag #supplychain and Twitter Analytics: Considering Twitter and Twitter data for supply chain practice and research Bongsug (Kevin) Chae Department of Management, College of Business Administration, Kansas State University, United States Received 1 March 2014, Accepted 28 December 2014, Available online 5 January 2015
#supplychain and Twitter Analytics from Dennis Kappen
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Design Strategies for Gamified Physical Activity Applications for Older Adults /slideshow/design-strategies-for-gamified-physical-activity-applications-for-older-adults/63762874 gamification-hicss-49-2015-160706030853
#Gamification can serve as a behaviour change strategy in fostering motivation to participate in mundane activities as physical activities and routine exercises More information can be seen in the research paper at https://hcigames.com/download/design-strategies-for-gamified-physical-activity-applications-for-older-adults/ This paper was presented at the HICSS-49 conference.]]>

#Gamification can serve as a behaviour change strategy in fostering motivation to participate in mundane activities as physical activities and routine exercises More information can be seen in the research paper at https://hcigames.com/download/design-strategies-for-gamified-physical-activity-applications-for-older-adults/ This paper was presented at the HICSS-49 conference.]]>
Wed, 06 Jul 2016 03:08:52 GMT /slideshow/design-strategies-for-gamified-physical-activity-applications-for-older-adults/63762874 DennisKappen@slideshare.net(DennisKappen) Design Strategies for Gamified Physical Activity Applications for Older Adults DennisKappen #Gamification can serve as a behaviour change strategy in fostering motivation to participate in mundane activities as physical activities and routine exercises More information can be seen in the research paper at https://hcigames.com/download/design-strategies-for-gamified-physical-activity-applications-for-older-adults/ This paper was presented at the HICSS-49 conference. <img style="border:1px solid #C3E6D8;float:right;" alt="" src="https://cdn.slidesharecdn.com/ss_thumbnails/gamification-hicss-49-2015-160706030853-thumbnail.jpg?width=120&amp;height=120&amp;fit=bounds" /><br> #Gamification can serve as a behaviour change strategy in fostering motivation to participate in mundane activities as physical activities and routine exercises More information can be seen in the research paper at https://hcigames.com/download/design-strategies-for-gamified-physical-activity-applications-for-older-adults/ This paper was presented at the HICSS-49 conference.
Design Strategies for Gamified Physical Activity Applications for Older Adults from Dennis Kappen
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Kaleidoscope of Effective #Gamification (KEG) /slideshow/kaleidoscope-of-effective-gamification/49611642 kaleidoscopeofeffectivegamification-150619182834-lva1-app6892
Kaleidoscope of Effective #Gamification: Guidelines and checklist for developing "effective" #gamification strategies. #gamification]]>

Kaleidoscope of Effective #Gamification: Guidelines and checklist for developing "effective" #gamification strategies. #gamification]]>
Fri, 19 Jun 2015 18:28:33 GMT /slideshow/kaleidoscope-of-effective-gamification/49611642 DennisKappen@slideshare.net(DennisKappen) Kaleidoscope of Effective #Gamification (KEG) DennisKappen Kaleidoscope of Effective #Gamification: Guidelines and checklist for developing "effective" #gamification strategies. #gamification <img style="border:1px solid #C3E6D8;float:right;" alt="" src="https://cdn.slidesharecdn.com/ss_thumbnails/kaleidoscopeofeffectivegamification-150619182834-lva1-app6892-thumbnail.jpg?width=120&amp;height=120&amp;fit=bounds" /><br> Kaleidoscope of Effective #Gamification: Guidelines and checklist for developing &quot;effective&quot; #gamification strategies. #gamification
Kaleidoscope of Effective #Gamification (KEG) from Dennis Kappen
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#Gamification of Task Management /slideshow/gamification2013-task-managementfinal/49611181 gamification2013taskmanagement-final-150619181339-lva1-app6892
#Gamification of Task management Applications]]>

#Gamification of Task management Applications]]>
Fri, 19 Jun 2015 18:13:38 GMT /slideshow/gamification2013-task-managementfinal/49611181 DennisKappen@slideshare.net(DennisKappen) #Gamification of Task Management DennisKappen #Gamification of Task management Applications <img style="border:1px solid #C3E6D8;float:right;" alt="" src="https://cdn.slidesharecdn.com/ss_thumbnails/gamification2013taskmanagement-final-150619181339-lva1-app6892-thumbnail.jpg?width=120&amp;height=120&amp;fit=bounds" /><br> #Gamification of Task management Applications
#Gamification of Task Management from Dennis Kappen
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#Gamification Definitions /slideshow/gamification-definitions/49611053 gamificationdefinitions-150619180946-lva1-app6891
#Gamification Definitions]]>

#Gamification Definitions]]>
Fri, 19 Jun 2015 18:09:46 GMT /slideshow/gamification-definitions/49611053 DennisKappen@slideshare.net(DennisKappen) #Gamification Definitions DennisKappen #Gamification Definitions <img style="border:1px solid #C3E6D8;float:right;" alt="" src="https://cdn.slidesharecdn.com/ss_thumbnails/gamificationdefinitions-150619180946-lva1-app6891-thumbnail.jpg?width=120&amp;height=120&amp;fit=bounds" /><br> #Gamification Definitions
#Gamification Definitions from Dennis Kappen
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