Valentijn Visch
Orcid: 0000-0001-5502-1691
According to our database1,
Valentijn Visch
authored at least 20 papers
between 2004 and 2024.
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Bibliography
2024
How Much Decision Power Should (A)I Have?: Investigating Patients' Preferences Towards AI Autonomy in Healthcare Decision Making.
Proceedings of the CHI Conference on Human Factors in Computing Systems, 2024
2023
An overview of facilitators and barriers in the development of eHealth interventions for people of low socioeconomic position: A Delphi study.
Int. J. Medical Informatics, September, 2023
2021
Attitudes Toward Health, Healthcare, and eHealth of People With a Low Socioeconomic Status: A Community-Based Participatory Approach.
Frontiers Digit. Health, 2021
2019
Reflections on the design, implementation, and adoption of a gamified eHealth application in youth mental healthcare.
Entertain. Comput., 2019
2018
Learnings and Challenges in Designing Gamifications for Mental Healthcare: The Case Study of the Readysetgoals Application.
Proceedings of the 10th International Conference on Virtual Worlds and Games for Serious Applications, 2018
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 adolescents.
Proceedings of the 6th IEEE International Conference on Serious Games and Applications for Health, 2018
2017
Proceedings of the Second International Workshop on Personalization in Persuasive Technology co-located with the 12th International Conference on Persuasive Technology, 2017
2016
Player Experiences and Behaviors in a Multiplayer Game: designing game rules to change interdependent behavior.
Int. J. Serious Games, 2016
Personalization in Game Design for Healthcare: a Literature Review on its Definitions and Effects.
Int. J. Serious Games, 2016
A Haptic Serious Augmented Reality Game for Motor Assessment of Parkinson's Disease Patients.
Proceedings of the 2016 IEEE International Symposium on Mixed and Augmented Reality, 2016
2015
Using a Digital Game for Training Desirable Behavior in Cognitive-Behavioral Therapy of Burnout Syndrome: A Controlled Study.
Cyberpsychology Behav. Soc. Netw., 2015
2014
Proceedings of the Games for Health 2014, 2014
Proceedings of the first ACM SIGCHI annual symposium on Computer-human interaction in play, Toronto, ON, Canada, October 19, 2014
2013
Proceedings of the Games for Health, 2013
2011
Industrial Design meets mental healthcare: Designing products involving game-elements for mental healthcare therapy - Three case studies.
Proceedings of the 2011 IEEE 1st International Conference on Serious Games and Applications for Health, 2011
2009
Proceedings of the Workshop-Proceedings der Tagung Mensch & Computer 2009, 2009
2004
Moved by Movements: How Character Movements Cue Us to Form Specific Genre and Affective Impressions.
Proceedings of the Entertainment Computing, 2004