PLEX as input and evaluation tool in persuasive game design: pilot study. - Marierose M. M. van Dooren; Renske Spijkerman; Richard H. M. Goossens; Vincent M. Hendriks; Valentijn T. Visch (CHI PLAY, 2014)

Personalization in Game Design for Healthcare: a Literature Review on its Definitions and Effects. - Marierose M. M. van Dooren; Valentijn Visch; Renske Spijkerman; Richard H. M. Goossens; Vincent M. Hendriks (Int. J. Serious Games, 2016)

Positive Gaming: Workshop on Gamification and Games for Wellbeing. - Gustavo Fortes Tondello; Rita Orji; Kellie Vella; Daniel Johnson 001; Marierose M. M. van Dooren; Lennart E. Nacke (CHI PLAY (Companion), 2017)

Personalized Design Process for Persuasive Technologies. - Marierose M. M. van Dooren; Valentijn T. Visch; Renske Spijkerman (PPT@PERSUASIVE, 2017)

Design and evaluation of a personal robot playing a self-management education game with children with diabetes type 1. - Olivier A. Blanson Henkemans; Bert P. B. Bierman; Joris B. Janssen; Rosemarijn Looije; Mark A. Neerincx; Marierose M. M. van Dooren; Jitske L. E. de Vries; Gert Jan van der Burg; Sasja D. Huisman (Int. J. Hum. Comput. Stud., 2017)

Rewards that make you play: The Distinct effect of monetary rewards, virtual points and social rewards on play persistence in substance dependent and non-dependent adolescents. - Marierose M. M. van Dooren; Valentijn T. Visch; Renske Spijkerman (SeGAH, 2018)

Learnings and Challenges in Designing Gamifications for Mental Healthcare: The Case Study of the Readysetgoals Application. - Panote Siriaraya; Valentijn Visch; Marierose M. M. van Dooren; Renske Spijkerman (VS-GAMES, 2018)

Reflections on the design, implementation, and adoption of a gamified eHealth application in youth mental healthcare. - Marierose M. M. van Dooren; Panote Siriaraya; Valentijn Visch; Renske Spijkerman; Laura Bijkerk (Entertain. Comput., 2019)

The Design and Application of Game Rewards in Youth Addiction Care. - Marierose M. M. van Dooren; Valentijn T. Visch; Renske Spijkerman (Inf., 2019)