Searched for: author%3A%22Van+Dooren%2C+M.M.M.%22
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Siriaraya, P. (author), Visch, V.T. (author), Boffo, Marilisa (author), Spijkerman, Renske (author), Wiers, Reinout (author), Hendriks, Vincent (author), van Dooren, M.M.M. (author), Bas, Michael (author), Goossens, R.H.M. (author)
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 this issue, we propose a design process framework to support...
journal article 2021
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van Dooren, M.M.M. (author)
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 adolescents to go into therapy, as adolescence is a period in live in...
doctoral thesis 2020
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van Dooren, M.M.M. (author), Visch, V.T. (author), Spijkerman, Renske (author), Goossens, R.H.M. (author), Hendriks, Vincent M. (author)
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 with the intended implementation and effects of eHealth...
journal article 2020
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van Dooren, M.M.M. (author), Visch, V.T. (author), Spijkerman, Renske (author)
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 for different types of patients. However, we question to what...
journal article 2019
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van Dooren, M.M.M. (author), Visch, V.T. (author), Spijkerman, Renske (author)
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.e. designers, endusers, domain experts and family/relatives)...
conference paper 2017
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Blanson Henkemans, O.A. (author), Bierman, Bert P.B. (author), Janssen, Joris (author), Looije, R. (author), Neerincx, M.A. (author), van Dooren, M.M.M. (author), de Vries, Jitske L.E. (author), van der Burg, Gert Jan (author), Huisman, Sasja D. (author)
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 knowledge about their illness. Methods Children with T1DM (N = 27)...
journal article 2017
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van Dooren, M.M.M. (author), Visch, V.T. (author), Spijkerman, Renske (author), Goossens, R.H.M. (author), Hendriks, Vincent M. (author)
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 interact with the game, which finally might enhance the aimed-for health...
journal article 2016
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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
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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
Searched for: author%3A%22Van+Dooren%2C+M.M.M.%22
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