• Skip to main content
  • Skip to header right navigation
  • Skip to site footer
HCI Games Group

HCI Games Group

Researching Affective Systems and Engaging Interactions

  • Home
  • Blog
  • People
  • Opportunities
  • Projects
  • Publications
  • Teaching
  • Contact
  • CLICK ME!!!

CHI PLAY 2017 in beautiful Amsterdam — the Venice of the North

Written by Dennis Kappen of the HCI Games Group.

You are here: Home / Conferences / CHI PLAY 2017 in beautiful Amsterdam — the Venice of the North
February 5, 2018 by Dennis Kappen
Image credit: @Pejman_MB

CHI PLAY 2017 was held in Amsterdam, one of the most relaxed and serendipitous places on earth, where time and transit did wait for you to experience the grandeur of architecture, design and human connections. People were quite helpful, courteous and very eager to show you the way around.

 

CHI PLAY as a conference has always been close to home since my first presentation at the First International Conference on Gameful Design, Research, and Applications — Gamification ’13. This conference was re-christened as CHI PLAY in 2014. Over the past five conferences, CHI PLAY 2017 was my fourth successful publication in this conference series. It was a great privilege and honour to present a chapter from my PhD dissertation at this conference attended by many distinguished scientists, researchers, designers and developers.

While CHI PLAY had workshop sessions on 14th and 15th October, I decided to focus on my presentation because I was the first presenter scheduled for the Monday morning session entitled Let’s get physical. Prior to this session there was a fantastic gaming duel that combined real-time cello play that deployed ammunition to defend a fortress against four players who used controllers to steer their tanks and attack the fortress.

Let’s get physical

This session focused on research on gaming technologies and gamification from the context of physical activity. Being the first presenter is challenging because Murphy’s Laws are always in play. While I do not enjoy being the first presenter because of potential technical difficulties, having done the presentation, the prospect of being able to connect with other researchers in a more relaxed and less stressed out manner seemed promising. This year, each presenter was given a 10-minute presentation time frame to present a summary of their full paper publication. At the onset, while prepping for the presentation, this seemed to be a big challenge to try and compress 10460 words from 10+ pages into 12 slides to communicate the motivation, methodology, method, key takeaways and contributions of the research paper. However, every constraint presents an opportunity to do something different, especially in the context of changing one’s presentation format to meet the 10-minute window. Therefore, for this presentation, I decided to create slides that focused more on the experience of physical activity with few key phrases per slide.

My paper was: Dennis L Kappen, Pejman Mirza-Babaei, and Lennart E. Nacke. 2017. Gamification through the Application of Motivational Affordances for Physical Activity Technology. In Proc. of CHIPLAY ’17, 5–18. https://doi.org/10.1145/3116595.3116604

Image credit: @Pejman_MB

In a nutshell, this paper presented research on differentiating motivational affordances (gamification elements) for different age groups. This research also provided age-differentiated design guidelines that could be used to develop customized physical activity technology for different age groups. The slides for this presentation can be seen on Slideshare:

#Gamification through the Application of Motivational Affordances for Physical Activity Technology from Dennis Kappen

A unique aspect of the presentation on LifeTree, which was a virtual reality breathing exercise game researched by Rakesh Patibanda from the Exertion Games Lab in Australia. I enjoyed the approach of using breathing as a controller to build a digital tree. Interestingly, the lifeless form of the tree begins to come to life as the gamer exhales into the breathing device. This interaction also raised an interesting question from the audience that exhalation is synonymous to blowing away, where as this action from the gamer resulted in adding leaves to the trees.

Image credit: @exertiongames

Personally, I liked the presentation about the 13 Game Lenses from the Exertion Games Labs, presented by Floyd Mueller, because of the informal manner in which this paper was presented. While the 13 experiential lenses developed seemed obvious, it was critical to note that these lenses were specific to the jogging experience. It was interesting to note that the lenses were derived through literature reviews and personal experiences. I hope that these lenses could be used in long-term studies to help with generalization of these ideas.

Image Credit: @exertiongames

Personally, my experience with the CHI PLAY conference series was that it presented a serious fun platform where novice researchers are encouraged to do groundbreaking research under the tutelage of giants. Over the past many years, this conference has enabled me to connect with many experts in the field of gaming, games user research, gamification, user-centred design and experience design to mention a few areas in human-computer interaction that sparked my interest. I am thankful to collaborate with many experts on CHI PLAY publications, especially for their mentorship in my quest for a Ph.D. Being at the last stage of my Ph.D., with the defence behind me, CHI PLAY 2017 could very well be my last in this series, nonetheless, never say never!

Written by Dennis Kappen of the HCI Games Group.

Dennis Kappen Profile Pic
Dennis Kappen
Professor at Humber | Website | + posts

Dr. Dennis L. Kappen is a graduate of the HCI Games Group and a Professor at Humber College, where he teaches user experience design and human-centred innovation techniques within the realm of product design and technology applications. He teaches industrial design, interaction design studio courses, and computer-aided industrial design courses. His research focuses on the application of assistive technology to motivate older adults to empower their physical, emotional and cognitive skills. He has been involved in using Augmented Reality (AR) and Mixed-Reality (MR) systems for multi-modal interactions in semi-autonomous vehicle design. Dr. Kappen has more than 25 years of hard-core product design and development experience in various fields including new technology, consumer products, kiosks, internet technology devices, medical products, wearable technology products and handheld electronic devices. He is a keen researcher in the domain of game science, persuasive technology, gamification, assistive technology and interaction modalities. He was the co-recipient of the Humber President’s Medal for Excellence in Research (2019) for his contribution towards the applications of AR in a parametric dashboard for onboarding paramedics in emergency vehicles. In 2020, he was also the co-recipient of the Humber President’s Extra Mile Award for helping the industrial design faculty team to create an online portal for the industrial design thesis show.

    This author does not have any more posts.
Category: Conferences, GamificationTag: CHI PLAY, gamification, hci, PhD, Physical activity, Research, UX

About Dennis Kappen

Dr. Dennis L. Kappen is a graduate of the HCI Games Group and a Professor at Humber College, where he teaches user experience design and human-centred innovation techniques within the realm of product design and technology applications. He teaches industrial design, interaction design studio courses, and computer-aided industrial design courses. His research focuses on the application of assistive technology to motivate older adults to empower their physical, emotional and cognitive skills. He has been involved in using Augmented Reality (AR) and Mixed-Reality (MR) systems for multi-modal interactions in semi-autonomous vehicle design. Dr. Kappen has more than 25 years of hard-core product design and development experience in various fields including new technology, consumer products, kiosks, internet technology devices, medical products, wearable technology products and handheld electronic devices. He is a keen researcher in the domain of game science, persuasive technology, gamification, assistive technology and interaction modalities. He was the co-recipient of the Humber President’s Medal for Excellence in Research (2019) for his contribution towards the applications of AR in a parametric dashboard for onboarding paramedics in emergency vehicles. In 2020, he was also the co-recipient of the Humber President’s Extra Mile Award for helping the industrial design faculty team to create an online portal for the industrial design thesis show.

Previous Post: « Life is strange ‘Life is Strange: Before the Storm’ Episode 1: A poignant look into a damaged teenage mind
Next Post: Understanding Gamification Through Goal-Setting Theory Goal setting theory x Gamification »

Reader Interactions

Leave a Reply Cancel reply

Your email address will not be published. Required fields are marked *

Sidebar

Recent Posts

  • HCI Games Group’s Field Guide to CHI 2021
  • The Challenge of Knowledge Translation
  • An Interview With Horror Sound Designer Orest Sushko || Part III – What Horror Games Can Learn From The Sound Design of Horror Movies

Archives

  • May 2021
  • February 2021
  • August 2018
  • May 2018
  • April 2018
  • March 2018
  • February 2018
  • August 2017
  • July 2017
  • June 2017
  • May 2017
  • February 2017
  • October 2016
  • September 2016
  • August 2016
  • July 2016
  • June 2016
  • May 2016
  • February 2016
  • October 2015
  • August 2015
  • July 2015
  • June 2015
  • March 2015

Categories

  • Book Review
  • Conferences
  • Game Design
  • Games User Research
  • Gamification
  • Gaming Experiences
  • HCI
  • Interviews
  • News
  • Projects
  • Publications
  • Research
  • Social Media Update/Blog
  • Talks
  • Teaching

Archives

  • May 2021
  • February 2021
  • August 2018
  • May 2018
  • April 2018
  • March 2018
  • February 2018
  • August 2017
  • July 2017
  • June 2017
  • May 2017
  • February 2017
  • October 2016
  • September 2016
  • August 2016
  • July 2016
  • June 2016
  • May 2016
  • February 2016
  • October 2015
  • August 2015
  • July 2015
  • June 2015
  • March 2015

Categories

  • Book Review
  • Conferences
  • Game Design
  • Games User Research
  • Gamification
  • Gaming Experiences
  • HCI
  • Interviews
  • News
  • Projects
  • Publications
  • Research
  • Social Media Update/Blog
  • Talks
  • Teaching

Archives

  • May 2021
  • February 2021
  • August 2018
  • May 2018
  • April 2018
  • March 2018
  • February 2018
  • August 2017
  • July 2017
  • June 2017
  • May 2017
  • February 2017
  • October 2016
  • September 2016
  • August 2016
  • July 2016
  • June 2016
  • May 2016
  • February 2016
  • October 2015
  • August 2015
  • July 2015
  • June 2015
  • March 2015

Categories

  • Book Review
  • Conferences
  • Game Design
  • Games User Research
  • Gamification
  • Gaming Experiences
  • HCI
  • Interviews
  • News
  • Projects
  • Publications
  • Research
  • Social Media Update/Blog
  • Talks
  • Teaching
  • Facebook
  • Twitter
  • LinkedIn
  • Instagram
  • YouTube

Copyright © 2023 · HCI Games Group · All Rights Reserved. We acknowledge that we live and work on the traditional territory of the Neutral, Anishinaabeg, and Haudenosaunee peoples. The University of Waterloo is situated on the Haldimand Tract, the land promised to the Six Nations that includes six miles on each side of the Grand River. We wish to honour the ancestral guardians of this land and its waterways: the Anishinaabe, the Haudenosaunee Confederacy, the Wendat, and the Neutrals. Many Indigenous peoples continue to call this land home and act as its stewards, and this responsibility extends to all peoples, to share and care for this land for generations to come.