Learnings and Challenges in Designing Gamifications for Mental Healthcare: The Case Study of the Readysetgoals Application

Panote Siriaraya, Valentijn Visch, Marierose M. M. van Dooren, Renske Spijkerman. Learnings and Challenges in Designing Gamifications for Mental Healthcare: The Case Study of the Readysetgoals Application. In 10th International Conference on Virtual Worlds and Games for Serious Applications, VS-Games 2018, Würzburg, Germany, September 5-7, 2018. pages 1-8, IEEE, 2018. [doi]

@inproceedings{SiriarayaVDS18,
  title = {Learnings and Challenges in Designing Gamifications for Mental Healthcare: The Case Study of the Readysetgoals Application},
  author = {Panote Siriaraya and Valentijn Visch and Marierose M. M. van Dooren and Renske Spijkerman},
  year = {2018},
  doi = {10.1109/VS-Games.2018.8493430},
  url = {http://doi.ieeecomputersociety.org/10.1109/VS-Games.2018.8493430},
  researchr = {https://researchr.org/publication/SiriarayaVDS18},
  cites = {0},
  citedby = {0},
  pages = {1-8},
  booktitle = {10th International Conference on Virtual Worlds and Games for Serious Applications, VS-Games 2018, Würzburg, Germany, September 5-7, 2018},
  publisher = {IEEE},
  isbn = {978-1-5386-7123-8},
}