[HTML][HTML] A systematic review of gamification in e-Health

L Sardi, A Idri, JL Fernández-Alemán - Journal of biomedical informatics, 2017 - Elsevier
Gamification is a relatively new trend that focuses on applying game mechanics to non-
game contexts in order to engage audiences and to inject a little fun into mundane activities …

An overview of serious games

F Laamarti, M Eid, A El Saddik - International Journal of …, 2014 - Wiley Online Library
Serious games are growing rapidly as a gaming industry as well as a field of academic
research. There are many surveys in the field of digital serious games; however, most …

Serious games for health

V Wattanasoontorn, I Boada, R García, M Sbert - Entertainment Computing, 2013 - Elsevier
Maintaining and restoring health is a basic aspect of well being. On the other hand, serious
games is an emerging technology growing in importance for specialized training, taking …

Extended reality for mental health: Current trends and future challenges

P Pons, S Navas-Medrano… - Frontiers in Computer …, 2022 - frontiersin.org
Virtual and augmented reality have been used to diagnose and treat several mental health
disorders for decades. Technological advances in these fields have facilitated the …

Impact-centered design: Introducing an integrated framework of the psychological and behavioral effects of design

SF Fokkinga, PMA Desmet… - International Journal of …, 2020 - research.tudelft.nl
This paper introduces a framework for impact-centered design that maps the direct and
indirect psychological, social, and behavioral effects resulting from human-product …

Blockchain-supported smart city platform for social value co-creation and exchange

O Scekic, S Nastic, S Dustdar - IEEE Internet Computing, 2018 - ieeexplore.ieee.org
Recent technological advances are creating possibilities for novel forms of interaction,
collaboration, and organization of labor in Smart Cities. In this paper, we present a reward …

Training nurses and educating the public using a virtual operating room with Oculus Rift

NF Kleven, E Prasolova-Førland… - … on Virtual Systems & …, 2014 - ieeexplore.ieee.org
The purpose of this work is to contribute to the design and development of a virtual university
hospital as a place for educational activities. The findings presented in this paper are based …

Serious game design: Motivating students through a balance of fun and learning

C Franzwa, Y Tang, A Johnson - 2013 5th International …, 2013 - ieeexplore.ieee.org
Stagnating growth in our educational systems has piqued interests in alternative teaching
methods such as the inclusion of" serious games" into curricula. In response to those needs …

Designing spellcasters from clinician perspectives: a customizable gesture-based immersive virtual reality game for stroke rehabilitation

J Duval, R Thakkar, D Du, K Chin, S Luo… - ACM Transactions on …, 2022 - dl.acm.org
Developing games is time-consuming and costly. Overly clinical therapy games run the risk
of being boring, which defeats the purpose of using games to motivate healing in the first …

Lessons learned from the usability evaluation of a simulated patient dialogue system

L Campillos-Llanos, C Thomas, É Bilinski… - Journal of Medical …, 2021 - Springer
Simulated consultations through virtual patients allow medical students to practice history-
taking skills. Ideally, applications should provide interactions in natural language and be …