Searched for: subject%3A%22addiction%22
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Juurlink, Daan (author)
‘Design with (addiction) Care’ is a reflection on the role of an architect within the humanization of addiction care, primarily the design of the typology of a hostel. It is deeply rooted in the studio theme of the scarred city, where both the vulnerable scarred urban tissue as well as vulnerable people demand careful architectural reasoning....
master thesis 2023
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van der Klei, Yannick (author)
Many people with an addiction do not receive the care they need. Addiction carries a negative stigma, admitting to addiction is seen as a sign of weakness. Especially among adolescents, who would benefit the most from early treatment. If they are treated, they end up in outdated facilities isolated from society. Hence the following research...
master thesis 2023
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Larsen, Junilla K. (author), Hollands, Gareth J. (author), Garland, Eric L. (author), Evers, A.W.M. (author), Wiers, Reinout W. (author)
This review provides an overview of the most prominent neurocognitive effects of cognitive bias modification (CBM), cue-exposure therapy and mindfulness interventions for targeting addictive responses. It highlights the key insights that have stemmed from cognitive neuroscience and brain imaging research and combines these with insights from...
review 2023
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Rahmillah, Fety Ilma (author), Tariq, Amina (author), King, Mark (author), Oviedo-Trespalacios, O. (author)
Maladaptive Mobile Phone Use (MMPU) (also known as Smartphone Addiction, Nomophobia, Fear of Missing Out, or Problematic Mobile Phone Use) is a growing mental health problem. However, the health and safety consequences of MMPU remain unexplored in many real-life contexts. A potential setting where MMPU may have some negative repercussions is on...
journal article 2023
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Górski, Artur (author)
Our studio work focused on the facility of the City Hotel and ways of collective living, taking into account the Doughnut Economy model, which aims to end human deprivation and environmental changes. The task creates an opportunity to investigate a tremendously underappreciated topic of mental health. In consequence, my design will contribute to...
master thesis 2021
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Swaab, Daniël (author)
The gaming industry is growing larger every year. Video games are useful for many applications but are also a reason for worry. Games are starting to affect the lives of people negatively. Nowadays, this is defined as Internet Gaming Disorder (IGD). We relate the players' motivations to game addiction through a survey and test our findings by...
master 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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Leret, Susana Camara (author), Visch, V.T. (author)
The study presented is a research through design of the motivational, story sharing effects of smell, within the context of addiction care. This investigation led to the co-design of the Smell Memory Kit: a kit using eight selected smells as motivational elements to evoke and share autobiographical episodic stories among addiction care...
journal article 2017
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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
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Rebaudengo, S. (author)
A product’s addiction comes from the reward of being used, the primary concern of any product from a product’s perspective. How could products communicate to their owners that they want to be used? When do products consider a lack of use as negligence? And what can they do if this neglect is persistent? In the vision of IoT (Internet of Things),...
master thesis 2012
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Dinh, N.T.L. (author)
In this Master thesis the design process of the Totem Pole is presented. The assignment of this graduation project is to design a product as a therapy intervention that could be used in one of the addiction care programs at Mistral treatment clinic of Brijder. The product has to be based on a tangible interaction driven by a game element....
master thesis 2011
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