Mv

M.M.M. van Dooren

14 records found

Game Design in Mental Health Care

Case Study–Based Framework for Integrating Game Design into Therapeutic Content

While there has been increasing interest in the use of gamification in mental health care, there is a lack of design knowledge on how elements from games could be integrated into existing therapeutic treatment activities in a manner that is balanced and effective. To help address ...
Background: Electronic health (eHealth) programs are often based on protocols developed for the original face-to-face therapies. However, in practice, therapists and patients may not always follow the original therapy protocols. This form of personalization may also interfere wit ...
This dissertation focused on the added value of personalized gamification as a factor to enhance implementation potential of eHealth interventions in youth mental healthcare. Mental health disorders are the leading cause of disability in adolescents. It is important for these ado ...
We designed and implemented a gamified eHealth application for youth mental healthcare, to study how game design techniques could be applied within this context. This resulted in the design of a gamified mobile application aimed at supporting therapeutic goal setting: the ReadySe ...
Different types of rewards are applied in persuasive games to encourage play persistence of its users and facilitate the achievement of desired real-world goals, such as behavioral change. Persuasive games have successfully been applied in mental healthcare and may hold potential ...

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

Designers of persuasive games typically apply various types of rewards to increase the player's play persistence and to motivate the player for real world goals such as a behavioral change. In this paper, we tested if different major types of game-rewards resulted in different pl ...
Although the potential benefits of applying game design techniques for healthcare purposes has been recognized in the past, there has not yet been much research on how such applied games could be created and used in practice. This paper presents the learnings and challenges for d ...
Objective To assess the effects of a personal robot, providing diabetes self-management education in a clinical setting on the pleasure, engagement and motivation to play a diabetes quiz of children (7–12) with type 1 diabetes mellitus (T1DM), and on their acquisition of knowledg ...
In this position paper we discuss the application of personalization in persuasive technology design in light of the Personalized Design Process model (PDP-model). The PDP-model defines personalization as aligning a persuasive product to the end-user by stakeholder involvement (i ...

Positive Gaming

Workshop on Gamification and Games for Wellbeing

Gamification and games have been used and studied in a variety of applications related with health and wellbe-ing. Nevertheless, there are very few studies aimed at designing games (whether serious games or recrea-tional games) or gameful applications for improving wellbeing or f ...

Next level project

Kan eHealth in de GGZ verbeterd worden door game-design?

Personalization in Game Design for Healthcare

A Literature Review on its Definitions and Effects

Personalization, the involvement of stakeholders in the design process, is often applied in serious game design for health. It is expected to enhance the alignment of a game to the preferences and capacities of the end-user, thereby increasing the end-user’s motivation to interac ...