Valentijn Visch

According to our database1, Valentijn Visch authored at least 19 papers between 2004 and 2023.

Collaborative distances:
  • Dijkstra number2 of five.
  • Erdős number3 of five.

Timeline

Legend:

Book 
In proceedings 
Article 
PhD thesis 
Dataset
Other 

Links

On csauthors.net:

Bibliography

2023
An overview of facilitators and barriers in the development of eHealth interventions for people of low socioeconomic position: A Delphi study.
Int. J. Medical Informatics, September, 2023

2021
Attitudes Toward Health, Healthcare, and eHealth of People With a Low Socioeconomic Status: A Community-Based Participatory Approach.
Frontiers Digit. Health, 2021

2019
The Design and Application of Game Rewards in Youth Addiction Care.
Inf., 2019

Reflections on the design, implementation, and adoption of a gamified eHealth application in youth mental healthcare.
Entertain. Comput., 2019

2018
A cookbook method for Persuasive Game Design.
Int. J. Serious Games, 2018

Learnings and Challenges in Designing Gamifications for Mental Healthcare: The Case Study of the Readysetgoals Application.
Proceedings of the 10th International Conference on Virtual Worlds and Games for Serious Applications, 2018

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.
Proceedings of the 6th IEEE International Conference on Serious Games and Applications for Health, 2018

2017
Personalized Design Process for Persuasive Technologies.
Proceedings of the Second International Workshop on Personalization in Persuasive Technology co-located with the 12th International Conference on Persuasive Technology, 2017

2016
Player Experiences and Behaviors in a Multiplayer Game: designing game rules to change interdependent behavior.
Int. J. Serious Games, 2016

Personalization in Game Design for Healthcare: a Literature Review on its Definitions and Effects.
Int. J. Serious Games, 2016

A Haptic Serious Augmented Reality Game for Motor Assessment of Parkinson's Disease Patients.
Proceedings of the 2016 IEEE International Symposium on Mixed and Augmented Reality, 2016

2015
Validation of Serious Games.
Int. J. Serious Games, 2015

Using a Digital Game for Training Desirable Behavior in Cognitive-Behavioral Therapy of Burnout Syndrome: A Controlled Study.
Cyberpsychology Behav. Soc. Netw., 2015

2014
Changamoto: Design and Validation of a Therapy Adherence Game.
Proceedings of the Games for Health 2014, 2014

PLEX as input and evaluation tool in persuasive game design: pilot study.
Proceedings of the first ACM SIGCHI annual symposium on Computer-human interaction in play, Toronto, ON, Canada, October 19, 2014

2013
'What Remains?': A Persuasive Story Telling Game.
Proceedings of the Games for Health, 2013

2011
Industrial Design meets mental healthcare: Designing products involving game-elements for mental healthcare therapy - Three case studies.
Proceedings of the 2011 IEEE 1st International Conference on Serious Games and Applications for Health, 2011

2009
Enhancing Intuitive Interaction by Using Embodied Affective Movements.
Proceedings of the Workshop-Proceedings der Tagung Mensch & Computer 2009, 2009

2004
Moved by Movements: How Character Movements Cue Us to Form Specific Genre and Affective Impressions.
Proceedings of the Entertainment Computing, 2004


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