[HTML][HTML] Games in times of a pandemic: structured overview of COVID-19 serious games
Background: The COVID-19 pandemic introduced an urgent need for effective strategies to
disseminate crucial knowledge and improve people's subjective well-being. Complementing …
disseminate crucial knowledge and improve people's subjective well-being. Complementing …
Gamification in eHealth for Chronic Disease Self-Management in Youth: A Systematic Review
This systematic review primarily aims to provide a summary of the game mechanics
implemented in eHealth tools supporting young people's self-management of their chronic …
implemented in eHealth tools supporting young people's self-management of their chronic …
[HTML][HTML] Game design in mental health care: case study–based framework for integrating game design into therapeutic content
While there has been increasing interest in the use of gamification in mental health care,
there is a lack of design knowledge on how elements from games could be integrated into …
there is a lack of design knowledge on how elements from games could be integrated into …
Gamification as a sustainable source of enjoyment during balance and gait exercises
K Van der Kooij, R Van Dijsseldonk… - Frontiers in …, 2019 - frontiersin.org
We may be motivated to engage in a certain motor activity because it is instrumental to
obtaining reward (eg, money) or because we enjoy the activity, making it intrinsically …
obtaining reward (eg, money) or because we enjoy the activity, making it intrinsically …
[PDF][PDF] A cookbook method for Persuasive Game Design.
Despite the growing interest in persuasive game design, there have been few methods
which cover the complete process of game design that designers could draw upon in their …
which cover the complete process of game design that designers could draw upon in their …
Reflections on the design, implementation, and adoption of a gamified eHealth application in youth mental healthcare
We designed and implemented a gamified eHealth application for youth mental healthcare,
to study how game design techniques could be applied within this context. This resulted in …
to study how game design techniques could be applied within this context. This resulted in …
Macro-engagement in mHealth: Exploring user engagement beyond the screen
C Villegas Mejía, D Remmerswaal… - Digital …, 2024 - journals.sagepub.com
While digital technology holds great promise for health and well-being, some users feel
sceptical about the time they spend online and how they use their mobile devices. This …
sceptical about the time they spend online and how they use their mobile devices. This …
Evaluating the effectiveness of serious games in facilitating strategic decisions-making under COVID-19 crisis conditions
A Schönbohm, TV Zhang - Journal of Work-Applied Management, 2022 - emerald.com
Purpose This research seized the COVID-19 pandemic-induced economic recession as a
strategic response background to answer whether serious games (SGs) can be effectively …
strategic response background to answer whether serious games (SGs) can be effectively …
Finding resources, finding friends: using an alternate reality game for orientation and socialisation in a university enabling program
Game-based learning has been recognised as a strategy to increase students' engagement
in higher education. Alternate reality games (ARG) provide players with the opportunity to …
in higher education. Alternate reality games (ARG) provide players with the opportunity to …
Serious games as research instruments–Do's and don'ts from a cross-case-analysis in transportation
Serious games as research instruments are seen as a special type of participatory
modelling, allowing a researcher to observe the behaviour and decisions taken by players …
modelling, allowing a researcher to observe the behaviour and decisions taken by players …