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Valentijn Visch
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2020 – today
- 2024
- [c11]Dajung Kim, Niko Vegt, Valentijn Visch, Marina Bos-De Vos:
How Much Decision Power Should (A)I Have?: Investigating Patients' Preferences Towards AI Autonomy in Healthcare Decision Making. CHI 2024: 439:1-439:17 - 2023
- [j9]Isra Al-Dhahir, Linda D. Breeman, Jasper S. Faber, Thomas Reijnders, H. J. G. van den Berg-Emons, Rosalie van der Vaart, Veronica Janssen, Roderik A. Kraaijenhagen, Valentijn T. Visch, Niels H. Chavannes, Andrea W. M. Evers:
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 177: 105160 (2023) - 2021
- [j8]Jasper S. Faber, Isra Al-Dhahir, Thomas Reijnders, Niels H. Chavannes, Andrea W. M. Evers, Jos Kraal, H. J. G. van den Berg-Emons, Valentijn T. Visch:
Attitudes Toward Health, Healthcare, and eHealth of People With a Low Socioeconomic Status: A Community-Based Participatory Approach. Frontiers Digit. Health 3: 690182 (2021)
2010 – 2019
- 2019
- [j7]Marierose M. M. van Dooren, Panote Siriaraya, Valentijn Visch, Renske Spijkerman, Laura Bijkerk:
Reflections on the design, implementation, and adoption of a gamified eHealth application in youth mental healthcare. Entertain. Comput. 31 (2019) - [j6]Marierose M. M. van Dooren, Valentijn T. Visch, Renske Spijkerman:
The Design and Application of Game Rewards in Youth Addiction Care. Inf. 10(4): 126 (2019) - 2018
- [j5]Panote Siriaraya, Valentijn Visch, Arnold Vermeeren, Michaël Bas:
A cookbook method for Persuasive Game Design. Int. J. Serious Games 5(1) (2018) - [c10]Marierose M. M. van Dooren, Valentijn T. Visch, Renske Spijkerman:
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. SeGAH 2018: 1-7 - [c9]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. VS-GAMES 2018: 1-8 - 2017
- [c8]Marierose M. M. van Dooren, Valentijn T. Visch, Renske Spijkerman:
Personalized Design Process for Persuasive Technologies. PPT@PERSUASIVE 2017: 26-31 - 2016
- [j4]Marierose M. M. van Dooren, Valentijn Visch, Renske Spijkerman, Richard H. M. Goossens, Vincent M. Hendriks:
Personalization in Game Design for Healthcare: a Literature Review on its Definitions and Effects. Int. J. Serious Games 3(4) (2016) - [j3]Niko Vegt, Valentijn Visch, Arnold P. O. S. Vermeeren, Huib de Ridder:
Player Experiences and Behaviors in a Multiplayer Game: designing game rules to change interdependent behavior. Int. J. Serious Games 3(4) (2016) - [c7]Erik van der Meulen, Marina-Anca Cidotã, Stephan G. Lukosch, Paulina J. M. Bank, Aadjan J. C. van der Helm, Valentijn T. Visch:
A Haptic Serious Augmented Reality Game for Motor Assessment of Parkinson's Disease Patients. ISMAR Adjunct 2016: 102-104 - 2015
- [j2]Thomas Zielhorst, Daphne van den Brule, Valentijn Visch, Marijke Melles, Sam van Tienhoven, Helle Sinkbaek, Bart Schrieken, Eduard S.-H. Tan, Alfred Lange:
Using a Digital Game for Training Desirable Behavior in Cognitive-Behavioral Therapy of Burnout Syndrome: A Controlled Study. Cyberpsychology Behav. Soc. Netw. 18(2): 101-111 (2015) - [j1]Katinka van der Kooij, Evert Hoogendoorn, Renske Spijkerman, Valentijn Visch:
Validation of Serious Games. Int. J. Serious Games 2(3) (2015) - 2014
- [c6]Marierose M. M. van Dooren, Renske Spijkerman, Richard H. M. Goossens, Vincent M. Hendriks, Valentijn T. Visch:
PLEX as input and evaluation tool in persuasive game design: pilot study. CHI PLAY 2014: 449-450 - [c5]Katinka van der Kooij, Evert Hoogendoorn, Renske Spijkerman, Valentijn Visch:
Changamoto: Design and Validation of a Therapy Adherence Game. GFHEU 2014: 144-149 - 2013
- [c4]Alessia Cadamuro, Valentijn Visch:
'What Remains?': A Persuasive Story Telling Game. GFHEU 2013: 153-160 - 2011
- [c3]Valentijn T. Visch, M. de Wit, L. Dinh, Daphne van den Brule, Marijke Melles, M. H. Sonneveld:
Industrial Design meets mental healthcare: Designing products involving game-elements for mental healthcare therapy - Three case studies. SeGAH 2011: 1-6
2000 – 2009
- 2009
- [c2]Valentijn Visch:
Enhancing Intuitive Interaction by Using Embodied Affective Movements. MuC (Workshopband) 2009: 90-93 - 2004
- [c1]Valentijn Visch:
Moved by Movements: How Character Movements Cue Us to Form Specific Genre and Affective Impressions. ICEC 2004: 168-171
Coauthor Index
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last updated on 2024-08-05 20:24 CEST by the dblp team
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