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Moens, Suzanne (author)
The aim of this graduation project is to increase physical exercise of employees with low socio economic status (SES) by engaging them in a health intervention. Individuals with low SES often negatively influence their health by having an unhealthy lifestyle. This lifestyle causes the individual problems and non-communicable diseases (NCD),...
master thesis 2020
document
Tsai, Chung-Pang (author)
This thesis report is about redesigning the passenger boarding interaction for ensuring efficient boarding and a better experience. First, preliminary research including literature review and field study was conducted to gain the basic knowledge of a passenger's boarding experience (What is to be found in theory and real-life?). Following from...
master thesis 2019
document
Rambharos, Shanita (author)
Persuasive games have great properties for facilitating lasting attitude change for complex societal issues, making them a valuable tool for achieving attitude change towards cooperation and information sharing that is often necessary for effective multi-actor decision-making. It is assumed that persuasive game design principles are key drivers...
master thesis 2019
document
Wang, Jia (author)
The goal of this project is to increase the food literacy of people with low socioeconomic status by conveying food knowledge in an enjoyable, indirect, and unforced way. This master thesis proposes a mobile game which enables the target group to receive food literacy and report their diet through gameplay. The game is about dragon raising; it...
master thesis 2019
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de Jong, Lucas (author)
Cultural differences in the business world are often met with surprise and irritation. The aim of this graduation project was to create a persuasive game design that teaches managers in an international context how to work with cultural differences. For this, the game makes use of the the cultural theoretical model that was created by Fons...
master thesis 2019
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Boogaard, Mina (author)
The start of this project is a first version of a serious game that was designed by the company MEDD. This is an independent design and consultancy agency for healthcare. They designed this game as part of their ‘Met Elkaar Durven Doen’ toolbox, which they use in trainings and workshops. The Haga Hospital is the co-design partner of the game,...
master thesis 2019
document
Aguirre Broca, Daniel (author)
Ethnically diverse neighbourhoods often lack in social cohesion. This means that people of different ethnic backgrounds often do not mingle with people outside their cultural circle, which leads into a poor public social experience. PhD student Francisco Xavier Fonseca has been developing a localized mobile game aimed at teenagers called Secrets...
master thesis 2018
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Venbrux, Justin (author)
Taming Esortra is a persuasive game for people diagnosed with osteoarthritis. The two most important symptoms of osteoarthritis are pain and joint stiffness; making it hard and painful for patients to exercise. However, exercise is important and can actually stop the osteoarthritis from getting worse. Taming Esortra uses narrative game-elements...
master thesis 2018
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Ortiz De Zaldumbide Lucero, Pablo (author)
This project is originated from a starting business relationship between &ranj and NIPED, under the management of &Samhoud. In this project &ranj is in the task of gamifying the Persoonlijke Gezondheidscheck (PGC), an online health check platform designed by NIPED, to better persuade their users to change their behaviour and improve...
master thesis 2017
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Augustijn, Sally (author)
Move On is a graduation project which is focused on redesigning the HandsOn game, a therapeutic game for arm-hand rehabilitation which is developed at Roessingh Research and Development (RRD). The HandOn game is a ‘mixed reality’, i.e. a video game played by interacting with physical objects. It trains grasping and horizontal reaching movements...
master thesis 2017
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Van Rosmalen, P.J. (author)
Gamification in the work environment has been extensively researched and implemented successfully by integrating game elements (such as competition, challenge or exploration) in a work environment. The Persuasive Game Design (PGD) model explains the effect of gamification by differentiating the Real World (RW) from a Game World (GW). A game...
master thesis 2013
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