Searched for: author%3A%22Spijkerman%2C+R.%22
(1 - 3 of 3)
document
Van Dooren, M.M.M. (author), Visch, V.T. (author), Goossens, R.H.M. (author), Spijkerman, R. (author), Hendriks, V.M. (author)
Applying persuasive games in mental healthcare contexts, especially using game-elements to support and redesign therapy, is a relatively new concept. In the youth addiction care context, patients often have comorbidities, causing a lot of differences between them. Besides this, therapists apply the therapy protocol in a specific personal way,...
conference paper 2015
document
Van der Kooij, K. (author), Hoogendoorn, E. (author), Spijkerman, R. (author), Visch, V.T. (author)
The application of games for behavioral change has seen a surge in popularity but evidence on the efficacy of these games is contradictory. Anecdotal findings seem to confirm their motivational value whereas most quantitative findings from randomized controlled trials (RCT) are negative or difficult to interpret. One cause for the contradictory...
journal article 2015
document
Van Dooren, M.M.M. (author), Spijkerman, R. (author), Goossens, R.H.M. (author), Hendriks, V.M. (author), Visch, V.T. (author)
One of the main objectives in game design is to create game experiences that enhance the motivation to start and continue to play the game. To gain insight into which game experiences can be evolved by the game, designers have been using PLEX cards in the user input phase or in the product evaluation phase of the design process. However, to our...
conference paper 2014