Valentijn Visch
According to our database1,
Valentijn Visch
authored at least 19 papers
between 2004 and 2023.
Collaborative distances:
Collaborative distances:
Timeline
Legend:
Book In proceedings Article PhD thesis Dataset OtherLinks
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
Reflections on the design, implementation, and adoption of a gamified eHealth application in youth mental healthcare.
Entertain. Comput., 2019
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
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
Using a Digital Game for Training Desirable Behavior in Cognitive-Behavioral Therapy of Burnout Syndrome: A Controlled Study.
Cyberpsychology Behav. Soc. Netw., 2015
2014
Proceedings of the Games for Health 2014, 2014
Proceedings of the first ACM SIGCHI annual symposium on Computer-human interaction in play, Toronto, ON, Canada, October 19, 2014
2013
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
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