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)

Changamoto: Design and Validation of a Therapy Adherence Game. - Katinka van der Kooij; Evert Hoogendoorn; Renske Spijkerman; Valentijn Visch (GFHEU, 2014)

Validation of Serious Games. - Katinka van der Kooij; Evert Hoogendoorn; Renske Spijkerman; Valentijn Visch (Int. J. Serious Games, 2015)

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)

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