The emotional and cognitive effect of immersion in film viewing VT Visch, ES Tan, D Molenaar Cognition and Emotion 24 (8), 1439-1445, 2010 | 338 | 2010 |
Categorizing moving objects into film genres: The effect of animacy attribution, emotional response, and the deviation from non-fiction VT Visch, ES Tan Cognition 110 (2), 265-272, 2009 | 104 | 2009 |
Persuasive Game Design: A model and its definitions VT Visch, NJH Vegt, H Anderiesen, K Van der Kooij CHI 2013: Workshop Designing Gamification: Creating Gameful and Playful …, 2013 | 85 | 2013 |
Narrative versus style: Effect of genre-typical events versus genre-typical filmic realizations on film viewers’ genre recognition V Visch, E Tan Poetics 36 (4), 301-315, 2008 | 70 | 2008 |
Effect of film velocity on genre recognition V Visch, E Tan Media Psychology 9 (1), 59-75, 2007 | 58 | 2007 |
Designing gamification to guide competitive and cooperative behavior in teamwork N Vegt, V Visch, H de Ridder, A Vermeeren Gamification in education and business, 513-533, 2015 | 53 | 2015 |
Source selection in product metaphor generation: The effects of salience and relatedness N Cila, P Hekkert, V Visch International Journal of Design 8 (1), 2014 | 52 | 2014 |
A cookbook method for Persuasive Game Design. P Siriaraya, V Visch, A Vermeeren, M Bas International Journal of Serious Games 5 (1), 2018 | 49 | 2018 |
Viewer knowledge: Application of exposure-based layperson knowledge in genre-specific animation production V Visch, E Tan, DP Saakes International Journal of Design 9 (1), 83-89, 2015 | 40 | 2015 |
A haptic serious augmented reality game for motor assessment of parkinson's disease patients E van der Meulen, MA Cidota, SG Lukosch, PJM Bank, AJC van der Helm, ... 2016 IEEE international symposium on mixed and augmented reality (ISMAR …, 2016 | 37 | 2016 |
Play experiences for people with Alzheimer’s disease H Anderiesen, E Scherder, R Goossens, V Visch, L Eggermont International Journal of Design 9 (2), 155-165, 2015 | 37 | 2015 |
Using a digital game for training desirable behavior in cognitive–behavioral therapy of burnout syndrome: a controlled study T Zielhorst, D van den Brule, V Visch, M Melles, S van Tienhoven, ... Cyberpsychology, Behavior, and Social Networking 18 (2), 101-111, 2015 | 34 | 2015 |
Attitudes toward health, healthcare, and eHealth of people with a low socioeconomic status: a community-based participatory approach JS Faber, I Al-Dhahir, T Reijnders, NH Chavannes, AWM Evers, JJ Kraal, ... Frontiers in Digital Health 3, 690182, 2021 | 32 | 2021 |
Reflections on the design, implementation, and adoption of a gamified eHealth application in youth mental healthcare MMM van Dooren, P Siriaraya, V Visch, R Spijkerman, L Bijkerk Entertainment Computing 31, 100305, 2019 | 32 | 2019 |
Validation of games for behavioral change: connecting the playful and serious K van der Kooij, E Hoogendoorn, R Spijkerman, V Visch International Journal of Serious Games 2 (3), 63-75, 2015 | 32 | 2015 |
Robust anger: Recognition of deteriorated dynamic bodily emotion expressions VT Visch, MB Goudbeek, M Mortillaro Cognition & emotion 28 (5), 936-946, 2014 | 25 | 2014 |
The barriers and facilitators of eHealth-based lifestyle intervention programs for people with a low socioeconomic status: scoping review I Al-Dhahir, T Reijnders, JS Faber, RJ van den Berg-Emons, VR Janssen, ... Journal of medical Internet research 24 (8), e34229, 2022 | 23 | 2022 |
Personalization in game design for healthcare: a literature review on its definitions and effects M van Dooren, V Visch, R Spijkerman, R Goossens, VM Hendriks International Journal of Serious Games 3 (4), 3-28, 2016 | 22 | 2016 |
“Digging for meaning”: the effect of a designer’s expertise and intention on depth of product metaphors N Cila, P Hekkert, V Visch Metaphor and Symbol 29 (4), 257-277, 2014 | 22 | 2014 |
Looking for genres: The effect of film figure movement on genre recognition VT Visch | 20 | 2007 |