Health and Fitness Gaming
People
Lead
Participants
Publications
Motivational Affordances for Older Adults’ Physical Activity Technology: An Expert Evaluation
Gamification of Older Adults’ Physical Activity: An Eight-Week Study
Adaptive engagement of older adults’ fitness through gamification
Exploring the Potential of Game Audio for Wellbeing
Gamification through the Application of Motivational Affordances for Physical Activity Technology
Positive Gaming: Workshop on Gamification and Games for Wellbeing
Towards Personality-driven Persuasive Health Games and Gamified Systems
Using technology to boost employee wellbeing? How gamification can help or hinder results
ABOVE WATER: An Educational Game for Anxiety
ABOVE WATER: Extending the Play Space for Health
Design Strategies for Gamified Physical Activity Applications for Older Adults
Adaptive Engagement of Older Adults’ Fitness through Gamification
Towards a Personalized Playful Digital Wellness Assistant
Social Player Analytics in a Facebook Health Game
In most industrialized countries, a large percentage of adults is obese or overweight because they are physically inactive. This leads to problems, such as decreasing the life quality of individuals and increasing health care costs, especially in North America. The millennial technology-centered lifestyle has brought about unhealthy habits, such as eating more processed food and less physical activity at home. Video games have risen in popularity over the past decades and some have blamed increased game playing habits for an unhealthy lifestyle change. This project investigates whether it is possible to motivate people for a healthy lifestyle and for maintaining increased physical activity by using video games. We are especially interested in exploring game design elements and psychological reward balancing that leads to increased exercise motivation and maintaining healthy eating habits. We are using physiological measures and behaviour tracking to analyse and study habit formation in physically interactive gaming environments.
Dennis Kappen, Pejman Mirza-Babaei, and Lennart Nacke. 2019. Motivational Affordances for Older Adults’ Physical Activity Technology: An Expert Evaluation. .
Dennis Kappen, Pejman Mirza-Babaei, and Lennart Nacke. 2018. Gamification of Older Adults’ Physical Activity: An Eight-Week Study. .
Dennis Kappen. 2017. Adaptive engagement of older adults’ fitness through gamification. .
Katja Rogers and Lennart Nacke. 2017. Exploring the Potential of Game Audio for Wellbeing. .
Dennis Kappen, Pejman Mirza-Babaei, and Lennart Nacke. 2017. Gamification through the Application of Motivational Affordances for Physical Activity Technology. .
Gustavo Fortes Tondello, Rita Orji, Kellie Vella, Daniel Johnson, Marierose van Dooren, and Lennart Nacke. 2017. Positive Gaming: Workshop on Gamification and Games for Wellbeing. .
Rita Orji, Lennart Nacke, and Chrysanne Di Marco. 2017. Towards Personality-driven Persuasive Health Games and Gamified Systems. .
Ekaterina Pogrebtsova, Gustavo Fortes Tondello, Hardy Premsukh, and Lennart Nacke. 2017. Using technology to boost employee wellbeing? How gamification can help or hinder results. .
Rina Wehbe, Diane Watson, Gustavo Fortes Tondello, Marim Ganaba, Melissa Stocco, Alvin Lee, and Lennart Nacke. 2016. ABOVE WATER: An Educational Game for Anxiety. .
Rina Wehbe, Diane Watson, Gustavo Fortes Tondello, and Lennart Nacke. 2016. ABOVE WATER: Extending the Play Space for Health. .
Dennis Kappen, Lennart Nacke, Kathrin Gerling, and Lia Tsotos. 2016. Design Strategies for Gamified Physical Activity Applications for Older Adults. .
Dennis Kappen. 2015. Adaptive Engagement of Older Adults’ Fitness through Gamification. .
Gustavo Fortes Tondello, Rina Wehbe, and Lennart Nacke. 2015. Towards a Personalized Playful Digital Wellness Assistant. .
Lennart Nacke, Matthias Klauser, and Paul Prescod. 2014. Social Player Analytics in a Facebook Health Game. .