Serious games for mental health: are they accessible, feasible, and effective? A systematic review and meta-analysis

HM Lau, JH Smit, TM Fleming, H Riper - Frontiers in psychiatry, 2017 - frontiersin.org
Introduction The development and use of serious games for mental health disorders are on
the rise. Yet, little is known about the impact of these games on clinical mental health …

Recent advances in rehabilitation for Parkinson's Disease with Exergames: A Systematic Review

A Garcia-Agundez, AK Folkerts, R Konrad… - … of neuroengineering and …, 2019 - Springer
Objective The goal of this contribution is to gather and to critically analyze recent evidence
regarding the potential of exergaming for Parkinson's disease (PD) rehabilitation and to …

[HTML][HTML] Influence of Pokémon Go on physical activity: study and implications

T Althoff, RW White, E Horvitz - Journal of medical Internet research, 2016 - jmir.org
Background Physical activity helps people maintain a healthy weight and reduces the risk
for several chronic diseases. Although this knowledge is widely recognized, adults and …

Inferring motion direction using commodity Wi-Fi for interactive exergames

K Qian, C Wu, Z Zhou, Y Zheng, Z Yang… - Proceedings of the 2017 …, 2017 - dl.acm.org
In-air interaction acts as a key enabler for ambient intelligence and augmented reality. As an
increasing popular example, exergames, and the alike gesture recognition applications …

Toward Understanding the Design of Intertwined Human–Computer Integrations

FF Mueller, N Semertzidis, J Andres… - ACM Transactions on …, 2023 - dl.acm.org
Human–computer integration is an HCI trend in which computational machines can have
agency, ie, take control. Our work focuses on a particular form of integration in which the …

[HTML][HTML] Internet-of-things-enabled serious games: A comprehensive survey

S Ahmad, S Umirzakova, F Jamil… - Future Generation …, 2022 - Elsevier
Internet of things has been one of the predominant research areas for the past two decades.
Many application domains have embraced it to solve challenges that have long been …

Personalized and adaptive serious games

A Streicher, JD Smeddinck - … and Serious Games: International GI-Dagstuhl …, 2016 - Springer
Personalization and adaptivity can promote motivated usage, increased user acceptance,
and user identification in serious games. This applies to heterogeneous user groups in …

Player experience of needs satisfaction (PENS) in an immersive virtual reality exercise platform describes motivation and enjoyment

K Ijaz, N Ahmadpour, Y Wang… - International Journal of …, 2020 - Taylor & Francis
Recent research suggests that virtual reality (VR) games can engage players in physical
activity with high levels of enjoyment. Understanding users' motivation to engage and enjoy …

Individualization in serious games: A systematic review of the literature on the aspects of the players to adapt to

P Sajjadi, A Ewais, O De Troyer - Entertainment Computing, 2022 - Elsevier
It has been extensively argued that individualizing a serious game to the characteristics of its
players is a major contributing factor to its effectiveness. To realize this individualization, the …

How gamification affects physical activity: Large-scale analysis of walking challenges in a mobile application

A Shameli, T Althoff, A Saberi, J Leskovec - Proceedings of the 26th …, 2017 - dl.acm.org
Gamification represents an effective way to incentivize user behavior across a number of
computing applications. However, despite the fact that physical activity is essential for a …