Serious gaming for behaviour change: a systematic review

R Hammady, S Arnab - Information, 2022 - mdpi.com
Over the years, there has been a significant increase in the adoption of game-based
interventions for behaviour change associated with many fields such as health, education …

[HTML][HTML] Empowering vulnerable target groups with serious games and gamification

LM van der Lubbe, C Gerritsen, MCA Klein… - Entertainment …, 2021 - Elsevier
Serious games and gamification is a popular and growing field, commercially and for
academic research. This paper aims to give an overview of a specific domain within the field …

[HTML][HTML] Creating gameful design in mHealth: a participatory co-design approach

S Jessen, J Mirkovic, CM Ruland - JMIR mHealth and uHealth, 2018 - mhealth.jmir.org
Background: Gameful designs (gamification), using design pieces and concepts typically
found in the world of games, is a promising approach to increase users' engagement with …

" It Should Be a Game for Fun, Not Exercise": Tensions in Designing Health-Related Features for Pokémon GO

Y Kim, A Bhattacharya, JA Kientz, JH Lee - Proceedings of the 2020 CHI …, 2020 - dl.acm.org
Leveraging existing popular games such as Pokémon GO to promote health can engage
people in healthy activities without sacrificing gaming appeal. However, little is known about …

Design considerations towards long-term engagement in games for health

F Kayali, N Luckner, P Purgathofer, K Spiel… - Proceedings of the 13th …, 2018 - dl.acm.org
While studies point to the positive potential of games for health to increase patient
engagement and to a need to consider longer-term perspectives, there is a lack of more …

The plausibility of using unmanned aerial vehicles as a serious game for dealing with attention deficit-hyperactivity disorder

S López, JA Cervantes, S Cervantes, J Molina… - Cognitive Systems …, 2020 - Elsevier
Abstract Attention Deficit-Hyperactivity Disorder (ADHD) is considered a mental disease that
affects an estimated 5% of the world's youth population. Brain-Computer Interfaces (BCIs) …

Digital game design as a complex learning activity for developing the 4Cs skills: Communication, collaboration, creativity and critical thinking

M Romero - Games and Learning Alliance: 4th International …, 2016 - Springer
In this study, digital game design is analyzed as a team-based knowledge modelling
process. In the context of a graduate seminar, the students were organized in teams and …

How serious games for health enhance empowerment-related patient education: the impact of gender

G D'Aprile, MB Ligorio, A Ulloa Severino - Technology, Knowledge and …, 2019 - Springer
Based on behavioral science assumptions, the main purpose of this study is to validate a
theoretical model of the relationship between serious game play, patient empowerment and …

A multidisciplinary approach to serious game development in the health sector

T Korhonen, R Halonen, T Ravelin… - Proceedings of the …, 2017 - oulurepo.oulu.fi
Serious games (SGs) provide users with valuable information in a fun, entertaining way. Due
to the elements of surprise and simulation, these games potentially engage and inspire their …

Promoting intergenerational participation through game creation activities

H Ouellet, M Romero, K Sawchuk - Game-Based Learning Across the …, 2017 - Springer
This chapter analyzes game creation as a way to promote intergenerational participation,
develop new learning opportunities, and help reduce generational segregation through the …