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Games for Health 2014

Overview of attention for book
Cover of 'Games for Health 2014'

Table of Contents

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    Book Overview
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    Chapter 1 “On call: antibiotics”- development and evaluation of a serious antimicrobial prescribing game for hospital care
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    Chapter 2 Virtual Reality and Mobius Floe: Cognitive Distraction as Non-Pharmacological Analgesic for Pain Management
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    Chapter 3 Gaming as a training tool to train cognitive skills in Emergency Care: how effective is it?
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    Chapter 4 Games [4Therapy] Project: Let’s talk!
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    Chapter 5 Tunnel Tail: A New Approach to Prevention
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    Chapter 6 A game design of a Serious Game for supporting the compliance of diabetic Adolescents
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    Chapter 7 The Effect of Social Sharing Games and Game Performance on Motivation to Play Brain Games
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    Chapter 8 Patients Should Not Be Passive! Creating and Managing Active Virtual Patients in Virtual Clinical Environments
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    Chapter 9 The Opinions of People in the Netherlands over 65 on Active Video Games: a Survey Study
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    Chapter 10 Tactical Forms: Classification of Applied Games for Game Design
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    Chapter 11 Development of Exergame-based Virtual Trainer for Physical Therapy using Kinect
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    Chapter 12 Digital Game Aesthetics of the iStoppFalls Exergame
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    Chapter 13 “Gabarello v.1.0” and “Gabarello v.2.0”: Development of motivating rehabilitation games for robot-assisted locomotion therapy in childhood
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    Chapter 14 Player-centred Design Model for psychophysiological adaptive Exergame Fitness Training for Children
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    Chapter 15 A Serious Games platform for early diagnosis of mild cognitive impairments
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    Chapter 16 Requirements for an Architecture of a Generic Health Game Data Management System.
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    Chapter 17 Autonomous and Controlled Motivation in a Randomized Controlled Trial Comparing School-based and Computerized Depression Prevention Programs
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    Chapter 18 Meaningful Feedback at Opportune Moments: How persuasive feedback motivates teenagers to move
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    Chapter 19 Active Parks: ‘Phygital’ urban games for sedentary and older people
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    Chapter 20 Changamoto: Design and Validation of a Therapy Adherence Game
Overall attention for this book and its chapters
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2 X users
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1 Facebook page
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1 Wikipedia page

Citations

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Title
Games for Health 2014
Published by
Springer Vieweg, Wiesbaden, November 2014
DOI 10.1007/978-3-658-07141-7
ISBNs
978-3-65-807140-0, 978-3-65-807141-7, 978-3-65-814089-2
Editors

Ben Schouten, Stephen Fedtke, Marlies Schijven, Mirjam Vosmeer, Alex Gekker

X Demographics

X Demographics

The data shown below were collected from the profiles of 2 X users who shared this research output. Click here to find out more about how the information was compiled.
Mendeley readers

Mendeley readers

The data shown below were compiled from readership statistics for 43 Mendeley readers of this research output. Click here to see the associated Mendeley record.

Geographical breakdown

Country Count As %
Brazil 2 5%
Netherlands 2 5%
Korea, Republic of 1 2%
Unknown 38 88%

Demographic breakdown

Readers by professional status Count As %
Student > Ph. D. Student 11 26%
Student > Bachelor 9 21%
Student > Master 6 14%
Researcher 4 9%
Student > Doctoral Student 2 5%
Other 8 19%
Unknown 3 7%
Readers by discipline Count As %
Computer Science 7 16%
Design 5 12%
Psychology 4 9%
Engineering 4 9%
Arts and Humanities 4 9%
Other 13 30%
Unknown 6 14%