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3. GFHEU 2013, Amsterdam, The Netherlands
- Ben A. M. Schouten, Stephen Fedtke, Tilde Bekker, Marlies P. Schijven, Alex Gekker:
Games for Health - Proceedings of the 3rd European Conference on Gaming and Playful Interaction in Health Care, GFHEU 2013, Amsterdam, The Netherlands, October 28-29, 2013. Springer 2013, ISBN 978-3-658-02896-1
Research and Validation
- Stefania Artioli, Riccardo Berta, Alessandro De Gloria, Andrea Pomicino, Nicola Secco:
A Serious Game to Inform about HIV Prevention: HInVaders, a Case Study. 3-13 - Bruno Bonnechère, Victor Sholukha, F. Moiseev, Marcel Rooze, Serge L. Van Sint Jan:
From KinectTM to anatomically-correct motion modelling: Preliminary results for human application. 15-26 - Georges E. Khalil:
Fear and Happiness in "Re-Mission": Teasing Out Emotional Gaming Events Responsible for Cancer Risk Perception. 27-44
Game Design, Development and Business
- Bard O. Wartena, Hylke W. van Dijk:
Bias Blaster - Aiding Cognitive Bias Modification- Interpretation through a bubble shooter induced gameflow. 47-60 - Eelco P. Braad, Jef Folkerts, Niek Jonker:
Attributing Design Decisions in the Evaluation of Game- Based Health Interventions. 61-74 - Alasdair G. Thin, Giusy Fiucci, Angelo Marco Luccini, Michel Rudnianski, Rosa García Sánchez, Jannicke Baalsrud Hauge:
Servitization versus Commoditization: the Business Model Dilemma Confronting Serious Games for Health. 75-84 - Michele Pirovano, Pier Luca Lanzi, Renato Mainetti, Nunzio Alberto Borghese:
IGER: A Game Engine Specifically Tailored to Rehabilitation. 85-98 - Kristín Guðmundsdóttir, Astrid Lilja Wille, Alexandru Savu:
Designing Games for Children with Cerebral Palsy. 99-116 - Josh Whitkin:
The Core Mechanic in Battlefood: A Design Journey. 117-130 - Micah Hrehovcsik, Lies van Roessel:
Using Vitruvius as a Framework for Applied Game Design. 131-152 - Alessia Cadamuro, Valentijn Visch:
'What Remains?': A Persuasive Story Telling Game. 153-160
Professional Education
- Céline Brunot-Gohin, Alexandre Augeard, André Aoun, Jean-Yves Plantec:
Serious game based on Clinical cases: A multidisciplinary Approach for Self-assesssment in Dental Education. 163-172 - Maurits Graafland, Marlies P. Schijven:
A serious game to improve situation awareness in laparoscopic surgery. 173-182
Games for Care, Cure and Medicine Adherence
- Bruno Bonnechère, Bart Jansen, Lubos Omelina, Lucie Da Silva, D. Mouraux, Marcel Rooze, Serge L. Van Sint Jan:
Patient follow-up using Serious Games. A feasibility study on low back pain patients. 185-195 - Koen de Greef, Erik D. Van der Spek, Tilde Bekker:
Designing Kinect games to train motor skills for mixed ability players. 197-205 - Rafael Bidarra, Dien Gambon, Rob Kooij, Dylan Nagel, Maaike Schutjes, Ioanna Tziouvara:
Gaming at the dentist's - serious game design for pain and discomfort distraction. 207-215
Cognitive and Mental Health
- Simon McCallum, Costas Boletsis:
A Taxonomy of Serious Games for Dementia. 219-232 - John Edison Muñoz, Óscar Alberto Henao, Jose Fernando López, Julian F. Villada:
BKI: Brain Kinect Interface, a new hybrid BCI for rehabilitation. 233-245 - Agali Mert, Rudolf Buirma, Justin van Luijk, Gor Melkonian, Joeri Pels, Eric Vermetten:
Development of a theory-based applied game for the treatment of Post-Traumatic Stress Disorder: proof of feasibility. 247-253
Children's Health
- Lieven Van den Audenaeren, Véronique Celis, Vero Vanden Abeele, Luc Geurts, Jelle Husson, Pol Ghesquière, Jan Wouters, Leen Loyez, Ann Goeleven:
DYSL-X: Design of a tablet game for early risk detection of dyslexia in preschoolers. 257-266 - Ralf Schmidt, Patrick Eifler, Maic Masuch:
Playfully Conquering Performance Anxiety. 267-279 - Esther G. Steenbeek-Planting, Mirella Boot, Jan C. de Boer, Marco van de Ven, Nicole M. Swart, Dimme van der Hout:
Evidence-based psycholinguistic principles to remediate reading problems applied in the playful app Letterprins: A perspective of quality of healthcare on learning to read. 281-291 - R. J. W. Sluis-Thiescheffer, Rob Tieben, Janienke Sturm, Mathilde M. Bekker, Ben A. M. Schouten:
An Active Lifestyle for Youths through Ambient Persuasive Technology. Implementing Activating Concepts in a School Environment. 293-308
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