Abstract is missing.
- "But do they like it?" Participant satisfaction and gameplay experience of a public health videogame intervention in adolescentsKimberly Hieftje, Tyra Pendergrass, Erika Montanaro, Tassos Kyriakides, Orli Florsheim, Lynn E. Fiellin. 1-7 [doi]
- Gamifying an Exergame Co-DesignWorkshop - Playful involvement of experts in the design process o balance training exergamesLouise Petersen Matjeka, Dag Svanas. 1-8 [doi]
- Applying personas in designing exergames for knee arthrosisKimmo Tarkkanen, Werner Ravyse, Niina Katajapuu, Teppo Saarenpää, Mika Luimula. 1-5 [doi]
- Flow adaptation in serious games for healthTomas Alves, Sandra Gama, Francisco S. Melo. 1-8 [doi]
- DiaBeaThis - A gamified self-tracking portal to support people suffering from diabetes mellitus to control their blood glucose levelRené Baranyi, Rainer Willinger, Nadja Lederer, Florian Walcher, Thomas Grechenig. 1-8 [doi]
- Gamification strategies in weight control applications, where "losing (weight) is winning"Inga Freire Saboia, Ana Margarida Almeida, Cláudia Pernencar, Ana Isabel Veloso. 1-8 [doi]
- Identifying bottlenecks in work processes: Elderly careHanna-Leena Huttunen, Raija Halonen, Denzil Ferreira. 1-8 [doi]
- Interactive game for children with difficulty crossing the midlineJonathan Jacobs, Japie Greef, Reolyn Heyman. 1-8 [doi]
- CoASD: A tabletop game to support the collaborative work of users with autism spectrum disorderGreis Francy M. Silva-Calpa, Alberto Barbosa Raposo, Maryse Suplino. 1-8 [doi]
- Identifying opportunities for AI applications in healthcare - Renewing the national healthcare and social servicesPasi Tyrväinen, Minna Silvennoinen, Karoliina Talvitie-Lamberg, Anniina Ala-Kitula, Reija Kuoremäki. 1-7 [doi]
- Exploring medical cyberlearning for work at the human/technology frontier with the mixed-reality emotive virtual human system platformMarjorie A. Zielke, Djakhangir Zakhidov, Gary M. Hardee, Jithin Pradeep, Leonard Evans, Zahra Lodhi, Kevin Zimmer, Eric Ward. 1-8 [doi]
- Gamification and virtual reality for teaching mobile x-ray imagingMatthias Süncksen, Henner Bendig, Michael Teistler, Markus Wagner 0006, Oliver Johannes Bott, Klaus Dresing. 1-7 [doi]
- Gesture-controlled interactive musical game to practice hand therapy exercises and learn rhythm and melodic structuresJoyce Horn Fonteles, Yvens Reboucas Serpa, Rafael Garcia Barbosa, Maria Andréia Formico Rodrigues, Maria Socorro Pequeno Leite Alves. 1-8 [doi]
- Testing methods for mobile game development a case study on user feedback in different development phasesElina Annanperä, Jani Yli-Kantola, Tanja Sauvola, Samuli Heinonen, Erkki Siira. 1-8 [doi]
- A framework for the integration of serious games and the Internet of Things (IoT)John Henry, Stephen Tang, Martin Hanneghan, Chris Carter. 1-8 [doi]
- Towards a framework for rehabilitation and assessment of upper limb motor function based on Serious GamesEdwin Daniel Oña, Carlos Balaguer, Alberto Jardón. 1-7 [doi]
- Personalized dynamic phantom of the right and left ventricles based on patient-specific anatomy for echocardiography studies - Preliminary resultsJoão Gomes Fonseca, Pedro Morais, Sandro F. Queiros, Fernando Veloso, António C. M. Pinho, Jaime C. Fonseca, Jorge Correia-Pinto, João L. Vilçca. 1-7 [doi]
- FAND: A shareable gesture based foot interface deviceRohit Gupta, Girish Dalvi. 1-7 [doi]
- Application of virtual reality for the treatment of Strabismus and AmblyopiaArata Andrade Saraiva, Alexandre Tolstenko Nogueira, Nuno M. Fonseca Ferreira, António Valente. 1-7 [doi]
- Imaginator: A virtual reality based game for the treatment of sensory processing disordersHenrique S. Rossi, Sibele M. dos Santos, Raquel O. Prates, Renato A. C. Ferreira. 1-8 [doi]
- Combining skeletal tracking and virtual reality for game-based fall prevention training for the elderlyWilliam L. Raffe, Jaime Andres Garcia. 1-7 [doi]
- Dimensions of personalization in a narrative pedagogical simulation for Alzheimer's caregiversLucie A. Chauveau, Nicolas Szilas, Anna Laura Luiu, Frédéric Ehrler. 1-8 [doi]
- Breaking barriers to game-based learning for active ageing and healthy lifestyles A qualitative interview study with experts in the fieldLiliana Vale Costa, Ana Isabel Veloso, Michael Loizou, Sylvester Arnab. 1-8 [doi]
- Exploring possibilities to partially transform simulation exercises into interactive games on OpenWHO.org digitizing live role-playing game exercises online for epidemics and health emergency workChristiane Hagedorn, Heini Utunen, Jan Renz, Christoph Meinel. 1-6 [doi]
- Evaluation of interprofessional learning among medical and pharmacy students using a virtual patient simulationNataly D. Martini, Craig S. Webster. 1-4 [doi]
- Position based catheterization and angiography simulationZhihao Zuo, Weixin Yinling Qian, Xiangyun Liao, Pheng-Ann Heng. 1-7 [doi]
- Mobile gaming in gyms - Can fitness and games join together?Erkki Siira, Juha Häikiö, Elina Annanperä. 1-6 [doi]
- A usability evaluation of a mobile exergame for ankle joint exercisesDaniel Steffen, Markus Muhm, Corinna A. Christmann, Gabriele Bleser. 1-8 [doi]
- Segmentation of kidney and renal collecting system on 3D computed tomography imagesBruno Oliveira 0002, Helena R. Torres, Sandro F. Queiros, Pedro Morais, Jaime C. Fonseca, Jan D'hooge, Nuno F. Rodrigues, João L. Vilaça. 1-8 [doi]
- Rewards that make you play: The Distinct effect of monetary rewards, virtual points and social rewards on play persistence in substance dependent and non-dependent adolescentsMarierose M. M. van Dooren, Valentijn T. Visch, Renske Spijkerman. 1-7 [doi]
- A VR ecosystem for telemedicine and non-intrusive cognitive and affective assessmentSonja Schmer-Galunder, Jeremy F. Gottlieb, Jack Ladwig, Josh Hamell, Peter K. Keller, Peggy Wu. 1-6 [doi]
- Real-time stealth intervention for motor learning using player flow-stateRamin Tadayon, Ashish Amresh, Troy L. McDaniel, Sethuraman Panchanathan. 1-8 [doi]
- Developing a serious game for the elderly to do physical and cognitive hybrid activitiesYu-Hsiang Lin, Hui-Fen Mao, Yun-Cheng Tsai, Jui-Jen Chou. 1-8 [doi]
- About the sound of bananas - Anti rules for audio game designMichael Urbanek, Peter Fikar, Florian Güldenpfennig. 1-7 [doi]
- Tennis serve correction using a performance improvement platformR. Dhinesh, S. P. Preejith, Mohanasankar Sivaprakasam. 1-7 [doi]
- A cloud-based platform for effective supervision of autonomous home rehabilitation through exer-gamesN. Alberto Borghese, Manuel Pezzera, Renato Mainetti, Jacopo Essenziale, Roberta Cazzaniga, Barbara Reggiori, Simone Mercurio, Paolo Confalonieri. 1-6 [doi]
- Usability testing games for prosthetic trainingPeter A. Smith, Matt Dombrowski, Ryan Buyssens, Paul Barclay. 1-7 [doi]
- A method to study purposeful game design processSandeep Athavale, Girish Dalvi. 1-8 [doi]
- A model for integrating human computing into commercial video gamesCorey Clark, Ira Greenberg 0001, Myque Ouellette. 1-8 [doi]
- Adaptive gameplay and difficulty adjustment in a gamified upper-limb rehabilitationJoana F. Pinto, Henrique R. Carvalho, Goncalo R. R. Chambel, Joao Ramiro, Afonso Gonçalves. 1-8 [doi]
- SQT: A tool for the automated measurement of respondent behaviour and response quality in health-related gamified online surveysChristoph Wimmer, Stefan Biegler, Johannes Harms, Karin Kappel, Thomas Grechenig. 1-8 [doi]
- HIC: An interactive and ubiquitous home controller system for the smart homeSimone Pizzagalli, Daniele Spoladore, Sara Arlati, Marco Sacco, Luca Greci. 1-6 [doi]
- NudgeEntrance: Domestic intervention to change hand washing behaviourMalay Dhamelia, Girish Dalvi. 1-7 [doi]
- It is not rocket science. It is collaborative play for old and young!Moritz Ruehrlinger, Fabiola Gattringer, Barbara Stiglbauer, Jürgen Hagler, Michael Lankes, Clemens Holzmann. 1-7 [doi]
- Measuring the impact of reinforcement learning on an electrooculography-only computer gameJoao Perdiz, Luis Garrote, Gabriel Pires, Urbano Jose C. Nunes. 1-8 [doi]
- Foodie Moodie: A crowdsourcing platform for interrelating food with moodMennatAllah Nader ElSayed, Slim Abdennadher, Fatema Mohsen Gabr. 1-5 [doi]
- A serious virtual reality game to train spatial cognition for medical ultrasound imagingBenjamin Byl, Matthias Süncksen, Michael Teistler. 1-4 [doi]
- Activation game for older adults - Development and initial user experiencesSari Merilampi, Antti Koivisto, Johanna Virkki. 1-5 [doi]
- Design, development and usability test of serious games related to geneticsRenato Mainetti, Serena Oliveri, Ilaria Cutica, Alessandra Gorini, Silvia Gaspardo, N. Alberto Borghese, Gabriella Pravettoni. 1-8 [doi]
- Assessing the validity of in-game stepping performance data from a kinect-based fall prevention exergameJaime Andres Garcia. 1-7 [doi]
- EPICSAVE - Enhancing vocational training for paramedics with multi-user virtual realityJonas Schild, Dieter Lerner, Sebastian Misztal, Thomas Luiz. 1-8 [doi]
- Tracking of small animals in laboratory An application of CUDA technology for the optimization of computer vision algorithmsDuarte Duque. 1-6 [doi]
- Technological interventions to increase mobility of older adults with dementiaNaemi Luckner, Fares Kayali, Peter Purgathofer, Katharina Werner, Matei Capatu Victoria. 1-6 [doi]
- Assessment of the usability of an immersive virtual supermarket for the cognitive rehabilitation of elderly patients: A pilot study on young adultsMarta Mondellini, Sara Arlati, Simone Pizzagalli, Luca Greci, Marco Sacco, Giancarlo Ferrigno. 1-8 [doi]