Reflections on the design, implementation, and adoption of a gamified eHealth application in youth mental healthcare. | 0 | 0.34 | 2019 |
The Design And Application Of Game Rewards In Youth Addiction Care | 0 | 0.34 | 2019 |
A Cookbook Method For Persuasive Game Design | 0 | 0.34 | 2018 |
Learnings and Challenges in Designing Gamifications for Mental Healthcare: The Case Study of the Readysetgoals Application | 0 | 0.34 | 2018 |
Rewards that make you play: The Distinct effect of monetary rewards, virtual points and social rewards on play persistence in substance dependent and non-dependent adolescents | 0 | 0.34 | 2018 |
Personalized Design Process for Persuasive Technologies. | 0 | 0.34 | 2017 |
Player Experiences And Behaviors In A Multiplayer Game: Designing Game Rules To Change Interdependent Behavior | 1 | 0.37 | 2016 |
A Haptic Serious Augmented Reality Game for Motor Assessment of Parkinson's Disease Patients. | 1 | 0.35 | 2016 |
Personalization in Game Design for Healthcare: a Literature Review on its Definitions and Effects. | 0 | 0.34 | 2016 |
Validation Of Games For Behavioral Change: Connecting The Playful And Serious | 2 | 0.37 | 2015 |
Using a Digital Game for Training Desirable Behavior in Cognitive-Behavioral Therapy of Burnout Syndrome: A Controlled Study. | 2 | 0.47 | 2015 |
PLEX as input and evaluation tool in persuasive game design: pilot study | 1 | 0.36 | 2014 |
Changamoto: Design and Validation of a Therapy Adherence Game. | 1 | 0.35 | 2014 |
'What Remains?': A Persuasive Story Telling Game. | 1 | 0.37 | 2013 |
Enhancing Intuitive Interaction by Using Embodied Affective Movements. | 0 | 0.34 | 2009 |
Moved by Movements: How Character Movements Cue Us to Form Specific Genre and Affective Impressions | 1 | 0.34 | 2004 |