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Games for Health

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

Table of Contents

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    Book Overview
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    Chapter 1 A Serious Game to Inform about HIV Prevention: HInVaders, a Case Study
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    Chapter 2 From KinectTM to anatomically-correct motion modelling: Preliminary results for human application.
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    Chapter 3 Fear and Happiness in “Re-Mission”: Teasing Out Emotional Gaming Events Responsible for Cancer Risk Perception
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    Chapter 4 Bias Blaster – Aiding Cognitive Bias Modification- Interpretation through a bubble shooter induced gameflow
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    Chapter 5 Attributing Design Decisions in the Evaluation of Game- Based Health Interventions
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    Chapter 6 Servitization versus Commoditization: the Business Model Dilemma Confronting Serious Games for Health
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    Chapter 7 IGER: A Game Engine Specifically Tailored to Rehabilitation
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    Chapter 8 Designing Games for Children with Cerebral Palsy
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    Chapter 9 The Core Mechanic in Battlefood: A Design Journey
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    Chapter 10 Using Vitruvius as a Framework for Applied Game Design
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    Chapter 11 ‘What Remains?’: A Persuasive Story Telling Game
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    Chapter 12 Serious game based on Clinical cases: A multidisciplinary Approach for Self-assesssment in Dental Education
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    Chapter 13 A serious game to improve situation awareness in laparoscopic surgery
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    Chapter 14 Patient follow-up using Serious Games. A feasibility study on low back pain patients.
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    Chapter 15 Designing Kinect games to train motor skills for mixed ability players
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    Chapter 16 Gaming at the dentist's – serious game design for pain and discomfort distraction
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    Chapter 17 A Taxonomy of Serious Games for Dementia
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    Chapter 18 BKI: Brain Kinect Interface, a new hybrid BCI for rehabilitation
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    Chapter 19 Development of a theory-based applied game for the treatment of Post-Traumatic Stress Disorder: proof of feasibility
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    Chapter 20 DYSL-X: Design of a tablet game for early risk detection of dyslexia in preschoolers
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    Chapter 21 Playfully Conquering Performance Anxiety
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    Chapter 22 Evidence-based psycholinguistic principles to remediate reading problems applied in the playful app Letterprins: A perspective of quality of healthcare on learning to read.
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    Chapter 23 An Active Lifestyle for Youths through Ambient Persuasive Technology. Implementing Activating Concepts in a School Environment
Attention for Chapter 17: A Taxonomy of Serious Games for Dementia
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Chapter title
A Taxonomy of Serious Games for Dementia
Chapter number 17
Book title
Games for Health
Published by
Springer Fachmedien Wiesbaden, January 2016
DOI 10.1007/978-3-658-02897-8_17
Book ISBNs
978-3-65-802896-1, 978-3-65-802897-8

Simon McCallum, Costas Boletsis

Twitter Demographics

The data shown below were collected from the profile of 1 tweeter who shared this research output. Click here to find out more about how the information was compiled.

Mendeley readers

The data shown below were compiled from readership statistics for 77 Mendeley readers of this research output. Click here to see the associated Mendeley record.

Geographical breakdown

Country Count As %
Spain 1 1%
Austria 1 1%
Unknown 75 97%

Demographic breakdown

Readers by professional status Count As %
Student > Master 17 22%
Student > Ph. D. Student 15 19%
Researcher 14 18%
Student > Bachelor 9 12%
Student > Doctoral Student 5 6%
Other 10 13%
Unknown 7 9%
Readers by discipline Count As %
Computer Science 21 27%
Engineering 13 17%
Psychology 10 13%
Social Sciences 6 8%
Medicine and Dentistry 4 5%
Other 12 16%
Unknown 11 14%