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4. GFHEU 2014, Utrecht, The Netherlands
- Ben A. M. Schouten, Stephen Fedtke, Marlies P. Schijven, Mirjam Vosmeer, Alex Gekker:
Games for Health 2014 - Proceedings of the 4th European Conference on Gaming and Playful Interaction in Healthcare, GFHEU 2014, Utrecht, The Netherlands, October 27-28, 2014. Springer 2014, ISBN 978-3-658-07140-0 - Enrique Castro-Sánchez, Esmita Charani, Luke Moore, Myriam Gharbi, Alison H. Holmes:
"On call: antibiotics"- development and evaluation of a serious antimicrobial prescribing game for hospital care. 1-7 - Amber Choo, Xin Tong, Diane Gromala, Ari Hollander:
Virtual Reality and Mobius Floe: Cognitive Distraction as Non-Pharmacological Analgesic for Pain Management. 8-12 - Mary Dankbaar, Maartje Bakhuys Roozeboom, Esther Oprins, Frans Rutten, Jan van Saase, Jeroen J. G. van Merriënboer, Stephanie Schuit:
Gaming as a training tool to train cognitive skills in Emergency Care: how effective is it? 13-14 - Menno Deen, Evelyn J. E. Heynen, Ben A. M. Schouten, Peer G. H. P. van der Helm, Andries M. Korebrits:
Games [4Therapy] Project: Let's talk! 15-26 - Mathea Falco, Jesse Schell, Deidre Witan:
Tunnel Tail: A New Approach to Prevention. 27-36 - Regina Friess, Nina Kolas, Johannes Knoch:
A game design of a Serious Game for supporting the compliance of diabetic Adolescents. 37-47 - Jeana Frost, Allison Eden:
The Effect of Social Sharing Games and Game Performance on Motivation to Play Brain Games. 48-55 - Wm. LeRoy Heinrichs, Parvati Dev, Dick Davies:
Patients Should Not Be Passive! Creating and Managing Active Virtual Patients in Virtual Clinical Environments. 56-61 - Annerieke Heuvelink, Yuli R. Tak, Nico Van Meeteren:
The Opinions of People in the Netherlands over 65 on Active Video Games: a Survey Study. 62-66 - Micah Hrehovcsik, Joeri Taelman, Joep Janssen, Niels Keetels:
Tactical Forms: Classification of Applied Games for Game Design. 67-78 - Baihua Li, Mark Maxwell, Daniel Leightley, Angela Lindsay, Wendy Johnson, Andrew Ruck:
Development of Exergame-based Virtual Trainer for Physical Therapy using Kinect. 79-88 - Hannah Ramsden Marston, Michael Kroll, Dennis Fink, Sabine Eichberg:
Digital Game Aesthetics of the iStoppFalls Exergame. 89-100 - Anna Lisa Martin, Ulrich Götz, Cornelius Müller, René Bauer:
"Gabarello v.1.0" and "Gabarello v.2.0": Development of motivating rehabilitation games for robot-assisted locomotion therapy in childhood. 101-104 - Anna Lisa Martin, Viktoria Jolanda Kluckner:
Player-centred Design Model for psychophysiological adaptive Exergame Fitness Training for Children. 105-109 - Stefania Pazzi, Valentina Falleri, Stefano Puricelli, Daniela Tost Pardell, Ariel von Barnekow, Sergi Grau, Elena Cavallini, Sara Bottiroli, Chiara Zucchella, Cristina Tassorelli:
A Serious Games platform for early diagnosis of mild cognitive impairments. 110-113 - Malypoeur Plong, Vero Vanden Abeele, Luc Geurts:
Requirements for an Architecture of a Generic Health Game Data Management System. 114-124 - Marlou Poppelaars, Yuli R. Tak, Anna Lichtwarck-Aschoff, Rutger C. M. E. Engels, Adam Lobel, Sally N. Merry, Mathijs F. G. Lucassen, Isabela Granic:
Autonomous and Controlled Motivation in a Randomized Controlled Trial Comparing School-based and Computerized Depression Prevention Programs. 125-135 - Janienke Sturm, Sander Margry, Muriel van Doorn, Wouter Sluis-Thiescheffer:
Meaningful Feedback at Opportune Moments: How persuasive feedback motivates teenagers to move. 136-139 - Emmanuel Tsekleves, Adrian Gradinar, Andy Darby, Marcia T. Smith:
Active Parks: 'Phygital' urban games for sedentary and older people. 140-143 - Katinka van der Kooij, Evert Hoogendoorn, Renske Spijkerman, Valentijn Visch:
Changamoto: Design and Validation of a Therapy Adherence Game. 144-149
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