Title | ||
---|---|---|
Reflections on the design, implementation, and adoption of a gamified eHealth application in youth mental healthcare. |
Abstract | ||
---|---|---|
•Highlight the therapeutic value of the gamification through framing.•Integrate therapeutic aspects in gamification design to enhance eHealth adoption.•Manage expectations by integrating personalized real world elements in gamification. |
Year | DOI | Venue |
---|---|---|
2019 | 10.1016/j.entcom.2019.100305 | Entertainment Computing |
Keywords | Field | DocType |
Gamification,Persuasive game design,User-centred design,Mental healthcare | Health care,Framing (construction),Alliance,Computer science,Game design,eHealth,Engineering design process,Design process,Multimedia,Personalization,Process management | Journal |
Volume | ISSN | Citations |
31 | 1875-9521 | 0 |
PageRank | References | Authors |
0.34 | 0 | 5 |
Name | Order | Citations | PageRank |
---|---|---|---|
Marierose M. M. van Dooren | 1 | 3 | 3.19 |
Panote Siriaraya | 2 | 42 | 15.50 |
Valentijn Visch | 3 | 10 | 5.69 |
Renske Spijkerman | 4 | 4 | 2.78 |
Laura Bijkerk | 5 | 0 | 0.34 |