[HTML][HTML] Games in times of a pandemic: structured overview of COVID-19 serious games

T Kermavnar, VT Visch, PMA Desmet - JMIR Serious Games, 2023 - games.jmir.org
Background: The COVID-19 pandemic introduced an urgent need for effective strategies to
disseminate crucial knowledge and improve people's subjective well-being. Complementing …

Gamification in eHealth for Chronic Disease Self-Management in Youth: A Systematic Review

MD Stutvoet, L Levelt, MM Hrehovcsik… - Games for Health …, 2024 - liebertpub.com
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 …

[HTML][HTML] Game design in mental health care: case study–based framework for integrating game design into therapeutic content

P Siriaraya, V Visch, M Boffo, R Spijkerman… - JMIR Serious …, 2021 - games.jmir.org
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 …

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 …

[PDF][PDF] A cookbook method for Persuasive Game Design.

P Siriaraya, V Visch… - International Journal of …, 2018 - pdfs.semanticscholar.org
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 …

Reflections on the design, implementation, and adoption of a gamified eHealth application in youth mental healthcare

MMM van Dooren, P Siriaraya, V Visch… - Entertainment …, 2019 - Elsevier
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 …

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 …

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 …

Finding resources, finding friends: using an alternate reality game for orientation and socialisation in a university enabling program

S Elsom, M Westacott, C Stieler-Hunt… - Interactive Learning …, 2023 - Taylor & Francis
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 …

Serious games as research instruments–Do's and don'ts from a cross-case-analysis in transportation

M Freese, H Lukosch, J Wegener… - European Journal of …, 2020 - journals.open.tudelft.nl
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 …