Searched for: subject%3A%22Persuasive%255C%2Bgaming%22
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Lee, Thijme (author)
This master's thesis explores the potential of persuasive games for addressing challenges in multiactor systems. For many multi-actor system problems, the different actors need to take action to handle these problems. Persuasive gaming is proposed as a method that can stimulate taking action. This thesis identifies a gap in the applicability of...
master thesis 2023
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Chan, Megan (author)
Space Mission Sanitas is a game-based health intervention to help cardiac patients maintain their physical activity level after cardiac rehabilitation. Often people find it hard to maintain their physical activity level after cardiac rehabilitation. They face different barriers that lower their motivation, resulting in an unhealthy lifestyle...
master thesis 2022
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Erdbrink, A.E. (author), Michael, J. (author), Kortmann, L.J. (author), Hamel, M. (author), Eijck, K. Van (author), Verbraeck, A. (author)
Classical music venues in the Netherlands and throughout the world are struggling to attract new audiences. Especially younger visitors are underrepresented. Previous research emphasizes the importance of providing new, potentially interested audiences with more means to consume the music. This paper presents an exploratory case study with the...
journal article 2021
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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
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Kortmann, L.J. (author), Scholten, L. (author)
Learning multi-cultural team competencies is important for engineering students to prepare for an increasingly global workspace. We evaluated the game BAFÁ BAFÁ with groups of Master students from varying engineering programmes using a mixed methods approach. The game experience of 118 participants was measured. These participants experienced...
conference paper 2020
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Dikken, Olivier (author), Prakash, Kushal (author), Roseboom, Bart (author), Rubio, Ana (author), Østvik, Sander (author), Bueno Perez, M.R. (author), Ziliotto Salamon, N. (author), Bidarra, Rafael (author)
Adding energy-saving products to your house can benefit the economy, the environment and your living comfort. However, these products are very costly, and many people cannot afford them using their own savings. There exist several options for funding these projects, but people do not take advantage of such due to lack of information and the...
conference paper 2020
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Macquart, Laurane (author)
Persuasive games for complex systems have subtle messages they want to convince stakeholders of the complex system of in question of in order to help them solve certain problems. However, there currently is little known about the persuasive game design principles used in those games to convey the persuasive message, especially how people with...
master thesis 2019
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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
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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
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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
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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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Erdbrink, A.E. (author), Kortmann, Rens (author), Verbraeck, A. (author)
Persuasive games for societal interventions aim to shape, reinforce<br/>or change players’ attitudes and behavior to help solving complex societal<br/>issues. In earlier work, we explored how persuasive game mechanics may<br/>contribute to the formation of attitudes in persuasive games. As a follow-up, this paper presents four design...
conference paper 2019
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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 &amp;ranj and NIPED, under the management of &amp;Samhoud. In this project &amp;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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de Rond, P.D. (author)
This report presents the development of Interactive Mood, a digital solution that raises awareness of stress among neonatal nurses and stimulates social support within the team. It is part of the graduation project for the master Design for Interaction at the Delft University of Technology and was carried out on behalf of the Erasmus MC-Sophia...
master thesis 2017
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Kersteman, M.P.C. (author)
Children between the ages 8-12 want to discover what they are capable of through challenge affording toys. At the same time millennial parents would like to stay active, thoughtful participants in their children’s lives. They fear children will isolate themselves by playing video games. The increasing demand for digital entertainment shows that...
master thesis 2017
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