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Games for Health

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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 23: An Active Lifestyle for Youths through Ambient Persuasive Technology. Implementing Activating Concepts in a School Environment
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Citations

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Readers on

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15 Mendeley
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Chapter title
An Active Lifestyle for Youths through Ambient Persuasive Technology. Implementing Activating Concepts in a School Environment
Chapter number 23
Book title
Games for Health
Published by
Springer Vieweg, Wiesbaden, January 2013
DOI 10.1007/978-3-658-02897-8_23
Book ISBNs
978-3-65-802896-1, 978-3-65-802897-8
Authors

R.J.W. Sluis-Thiescheffer, R. Tieben, J. Sturm, M.M. Bekker, B. Schouten

Mendeley readers

Mendeley readers

The data shown below were compiled from readership statistics for 15 Mendeley readers of this research output. Click here to see the associated Mendeley record.

Geographical breakdown

Country Count As %
United Kingdom 1 7%
Unknown 14 93%

Demographic breakdown

Readers by professional status Count As %
Student > Ph. D. Student 7 47%
Researcher 2 13%
Student > Bachelor 2 13%
Student > Master 2 13%
Lecturer > Senior Lecturer 1 7%
Other 1 7%
Readers by discipline Count As %
Computer Science 6 40%
Social Sciences 3 20%
Design 3 20%
Materials Science 1 7%
Arts and Humanities 1 7%
Other 0 0%
Unknown 1 7%