Published on in Vol 3, No 2 (2016): Jul-Dec

A Personalized Self-Management Rehabilitation System for Stroke Survivors: A Quantitative Gait Analysis Using a Smart Insole

A Personalized Self-Management Rehabilitation System for Stroke Survivors: A Quantitative Gait Analysis Using a Smart Insole

A Personalized Self-Management Rehabilitation System for Stroke Survivors: A Quantitative Gait Analysis Using a Smart Insole

Journals

  1. Forman E, Manasse S, Dallal D, Crochiere R, Loyka C, Butryn M, Juarascio A, Houben K. Computerized neurocognitive training for improving dietary health and facilitating weight loss. Journal of Behavioral Medicine 2019;42(6):1029 View
  2. Vermeir J, White M, Johnson D, Crombez G, Van Ryckeghem D. The Effects of Gamification on Computerized Cognitive Training: Systematic Review and Meta-Analysis. JMIR Serious Games 2020;8(3):e18644 View
  3. Peng C, Wang D, Zhang Y, Xiao J. A Visuo-Haptic Attention Training Game With Dynamic Adjustment of Difficulty. IEEE Access 2019;7:68878 View
  4. Lee K, Jeong D, Schindler R, Hlavaty L, Gross S, Short E. Interactive Block Games for Assessing Children's Cognitive Skills: Design and Preliminary Evaluation. Frontiers in Pediatrics 2018;6 View
  5. Lumsden J, Skinner A, Coyle D, Lawrence N, Munafo M. Attrition from Web-Based Cognitive Testing: A Repeated Measures Comparison of Gamification Techniques. Journal of Medical Internet Research 2017;19(11):e395 View
  6. Gros A, Bensamoun D, Manera V, Fabre R, Zacconi-Cauvin A, Thummler S, Benoit M, Robert P, David R. Recommendations for the Use of ICT in Elderly Populations with Affective Disorders. Frontiers in Aging Neuroscience 2016;8 View
  7. Biagianti B, Fisher M, Howard L, Rowlands A, Vinogradov S, Woolley J. Feasibility and preliminary efficacy of remotely delivering cognitive training to people with schizophrenia using tablets. Schizophrenia Research: Cognition 2017;10:7 View
  8. Виниченко М, Vinichenko M, Караксони П, Karaksoni P, Ли Н, Li N. Development of the Training System and Human Reserve. Management of the Personnel and Intellectual Resources in Russia 2018;7(5):30 View
  9. Notebaert L, Grafton B, Clarke P, Rudaizky D, Chen N, MacLeod C. Emotion-in-Motion, a Novel Approach for the Modification of Attentional Bias: An Experimental Proof-of-Concept Study. JMIR Serious Games 2018;6(4):e10993 View
  10. Tikka P, Laitinen M, Manninen I, Oinas-Kukkonen H. Gamifying a BCSS: rehearsal and reflection in reinforcing a health message response. Behaviour & Information Technology 2020;39(11):1192 View
  11. Wentink M, Meesters J, Berger M, de Kloet A, Stevens E, Band G, Kromme C, Wolterbeek R, Goossens P, Vliet Vlieland T. Adherence of stroke patients with an online brain training program: the role of health professionals’ support. Topics in Stroke Rehabilitation 2018:1 View
  12. Vugts M, Zedlitz A, Joosen M, Vrijhoef H. Serious Gaming During Multidisciplinary Rehabilitation for Patients With Chronic Pain or Fatigue Symptoms: Mixed Methods Design of a Realist Process Evaluation. Journal of Medical Internet Research 2020;22(3):e14766 View
  13. Paraskevopoulos E, Chalas N, Karagiorgis A, Karagianni M, Styliadis C, Papadelis G, Bamidis P. Aging Effects on the Neuroplastic Attributes of Multisensory Cortical Networks as Triggered by a Computerized Music Reading Training Intervention. Cerebral Cortex 2021;31(1):123 View
  14. Bégel V, Seilles A, Dalla Bella S. Rhythm Workers. Music & Science 2018;1:205920431879436 View
  15. Friehs M, Dechant M, Vedress S, Frings C, Mandryk R. Effective Gamification of the Stop-Signal Task: Two Controlled Laboratory Experiments. JMIR Serious Games 2020;8(3):e17810 View
  16. Song X, Liu Y, Jin J, Zhao J. Factors driving continued use of online health promotion competitions. Online Information Review 2018;42(6):802 View
  17. Zhang M, Ying J, Song G, Fung D, Smith H. Gamified Cognitive Bias Modification Interventions for Psychiatric Disorders: Review. JMIR Mental Health 2018;5(4):e11640 View
  18. Walker L, Chambers C, Veling H, Lawrence N. Cognitive and environmental interventions to encourage healthy eating: evidence-based recommendations for public health policy. Royal Society Open Science 2019;6(10):190624 View
  19. Dassen F, Houben K, Van Breukelen G, Jansen A. Gamified working memory training in overweight individuals reduces food intake but not body weight. Appetite 2018;124:89 View
  20. Mukherjee D, Bhavnani S, Swaminathan A, Verma D, Parameshwaran D, Divan G, Dasgupta J, Sharma K, Thiagarajan T, Patel V. Proof of Concept of a Gamified DEvelopmental Assessment on an E-Platform (DEEP) Tool to Measure Cognitive Development in Rural Indian Preschool Children. Frontiers in Psychology 2020;11 View
  21. Ninaus M, Kiili K, McMullen J, Moeller K. Assessing fraction knowledge by a digital game. Computers in Human Behavior 2017;70:197 View
  22. Margolis A, Kuravsky L, Shepeleva E, Gavrilova E, Petrova G, Voitov V, Yurkevich V, Ermakov S. Potential of the computer game «Plines» as a tool for differentiating the cognitive abilities of schoolchildren. Journal of Modern Foreign Psychology 2018;7(3):38 View
  23. Van de Weijer S, Hommel A, Bloem B, Nonnekes J, De Vries N. Promising non-pharmacological therapies in PD: Targeting late stage disease and the role of computer based cognitive training. Parkinsonism & Related Disorders 2018;46:S42 View
  24. Gignac G, Bartulovich A, Salleo E. Maximum effort may not be required for valid intelligence test score interpretations. Intelligence 2019;75:73 View
  25. Intarasirisawat J, Ang C, Efstratiou C, Dickens L, Page R. Exploring the Touch and Motion Features in Game-Based Cognitive Assessments. Proceedings of the ACM on Interactive, Mobile, Wearable and Ubiquitous Technologies 2019;3(3):1 View
  26. Peñuelas-Calvo I, Jiang-Lin L, Girela-Serrano B, Delgado-Gomez D, Navarro-Jimenez R, Baca-Garcia E, Porras-Segovia A. Video games for the assessment and treatment of attention-deficit/hyperactivity disorder: a systematic review. European Child & Adolescent Psychiatry 2020 View
  27. Pallavicini F, Ferrari A, Mantovani F. Video Games for Well-Being: A Systematic Review on the Application of Computer Games for Cognitive and Emotional Training in the Adult Population. Frontiers in Psychology 2018;9 View
  28. Walton C, Keegan R, Martin M, Hallock H. The Potential Role for Cognitive Training in Sport: More Research Needed. Frontiers in Psychology 2018;9 View
  29. Margolis A, Kuravsky L, Artemenkov S, Voitov V, Shepeleva E, Gavrilova E, Ermakov S. Analysis of statistical dependencies between intellectual characteristics and gaming ability, measured with the aid of a computer game. International Journal of Modeling, Simulation, and Scientific Computing 2020;11(06):2050066 View
  30. Harvey P, Balzer A, Kotwicki R. Training engagement, baseline cognitive functioning, and cognitive gains with computerized cognitive training: A cross-diagnostic study. Schizophrenia Research: Cognition 2020;19:100150 View
  31. Jayasinghe H, Short C, Braunack-Mayer A, Merkin A, Hume C. Evidence Regarding Automatic Processing Computerized Tasks Designed For Health Interventions in Real-World Settings Among Adults: Systematic Scoping Review. Journal of Medical Internet Research 2020;22(7):e17915 View
  32. Klein R, Hassan T, Wilson G, Ishigami Y, Mulle J. The AttentionTrip: A game-like tool for measuring the networks of attention. Journal of Neuroscience Methods 2017;289:99 View
  33. Zhang M, Ying J, Ho R. Gamified Cognitive Bias Interventions for Psychiatric Disorders: Protocol of a Systematic Review. JMIR Research Protocols 2018;7(10):e10154 View
  34. Ferreira-Brito F, Fialho M, Virgolino A, Neves I, Miranda A, Sousa-Santos N, Caneiras C, Carriço L, Verdelho A, Santos O. Game-based interventions for neuropsychological assessment, training and rehabilitation: Which game-elements to use? A systematic review. Journal of Biomedical Informatics 2019;98:103287 View
  35. Gómez-Tello M, Rosetti M, Galicia-Alvarado M, Maya C, Apiquian R. Neuropsychological screening with TOWI: Performance in 6- to 12-year-old children. Applied Neuropsychology: Child 2020:1 View
  36. Naets T, Vervoort L, Tanghe A, Braet C. Adherence and barriers in e‐health self‐control training for enhancing childhood multidisciplinary obesity treatment. Clinical Psychology & Psychotherapy 2020;27(1):42 View
  37. Karousou A, Nerantzaki T. Phonological memory training and its effect on second language vocabulary development. Second Language Research 2020:026765831989851 View
  38. McKinney T, Euler M, Butner J. It’s about time: The role of temporal variability in improving assessment of executive functioning. The Clinical Neuropsychologist 2020;34(4):619 View
  39. Dymora , Niemiec . Gamification as a Supportive Tool for School Children with Dyslexia. Informatics 2019;6(4):48 View
  40. Akoodie Y. Gamification in psychological assessment in South Africa: A narrative review. African Journal of Psychological Assessment 2020;2 View
  41. Santos J, Vairinhos M, Jesus L. Treating Children With Speech Sound Disorders: Development of a Tangible Artefact Prototype. JMIR Serious Games 2019;7(4):e13861 View
  42. Dietel F, Möbius M, Steinbach L, Dusend C, Wilhelm S, Buhlmann U. Effects of induced appearance-related interpretation bias: A test of the cognitive-behavioral model of body dysmorphic disorder. Journal of Behavior Therapy and Experimental Psychiatry 2018;61:180 View
  43. Fabbri L, Mosca I, Gerli F, Martini L, Pancani S, Lucidi G, Savazzi F, Baglio F, Vannetti F, Macchi C. The Games for Older Adults Active Life (GOAL) Project for People With Mild Cognitive Impairment and Vascular Cognitive Impairment: A Study Protocol for a Randomized Controlled Trial. Frontiers in Neurology 2019;9 View
  44. Thirkettle M, Lewis J, Langdridge D, Pike G. A Mobile App Delivering a Gamified Battery of Cognitive Tests Designed for Repeated Play (OU Brainwave): App Design and Cohort Study. JMIR Serious Games 2018;6(4):e10519 View
  45. Gray S, Robertson J, Manches A, Rajendran G. BrainQuest: The use of motivational design theories to create a cognitive training game supporting hot executive function. International Journal of Human-Computer Studies 2019;127:124 View
  46. van de Weijer S, Kuijf M, de Vries N, Bloem B, Duits A. Do-It-Yourself Gamified Cognitive Training: Viewpoint. JMIR Serious Games 2019;7(2):e12130 View
  47. Bonnechère B, Bier J, Van Hove O, Sheldon S, Samadoulougou S, Kirakoya-Samadoulougou F, Klass M. Age-Associated Capacity to Progress When Playing Cognitive Mobile Games: Ecological Retrospective Observational Study. JMIR Serious Games 2020;8(2):e17121 View
  48. Aeberhard A, Gschwind L, Kossowsky J, Luksys G, Papassotiropoulos A, de Quervain D, Vogler C. Introducing COSMOS: a Web Platform for Multimodal Game-Based Psychological Assessment Geared Towards Open Science Practice. Journal of Technology in Behavioral Science 2019;4(3):234 View
  49. Greisen M, Hornung C, Baudson T, Muller C, Martin R, Schiltz C. Taking Language out of the Equation: The Assessment of Basic Math Competence Without Language. Frontiers in Psychology 2018;9 View
  50. Nah F, Eschenbrenner B, Claybaugh C, Koob P. Gamification of Enterprise Systems. Systems 2019;7(1):13 View
  51. Forman E, Manasse S, Dallal D, Crochiere R, Berry M, Butryn M, Juarascio A. Gender differences in the effect of gamification on weight loss during a daily, neurocognitive training program. Translational Behavioral Medicine 2021;11(4):1015 View
  52. Toki E, Fakitsa P, Drosos K, Pange J, Siafaka V, Karampas A, Petrikis P. Pragmatics Communication Deficiencies and the Role of Gamification. The European Journal of Social & Behavioural Sciences 2018:2624 View
  53. Mahncke H, Kim S, Rose A, Stasio C, Buckley P, Caroff S, Duncan E, Yasmin S, Jarskog L, Lamberti J, Nuechterlein K, Strassnig M, Velligan D, Ventura J, Walker T, Stroup T, Keefe R. Evaluation of a plasticity-based cognitive training program in schizophrenia: Results from the eCaesar trial. Schizophrenia Research 2019;208:182 View
  54. Vugts M, Joosen M, Mert A, Zedlitz A, Vrijhoef H. Effectiveness of Serious Gaming During the Multidisciplinary Rehabilitation of Patients With Complex Chronic Pain or Fatigue: Natural Quasi-Experiment. Journal of Medical Internet Research 2018;20(8):e250 View
  55. Zhang L, Shang J, Pelton T, Pelton L. Supporting primary students' learning of fraction conceptual knowledge through digital games. Journal of Computer Assisted Learning 2020;36(4):540 View
  56. Biagianti B, Fisher M, Brandrett B, Schlosser D, Loewy R, Nahum M, Vinogradov S. Development and testing of a web-based battery to remotely assess cognitive health in individuals with schizophrenia. Schizophrenia Research 2019;208:250 View
  57. Bhavnani S, Mukherjee D, Dasgupta J, Verma D, Parameshwaran D, Divan G, Sharma K, Thiagarajan T, Patel V. Development, feasibility and acceptability of a gamified cognitive DEvelopmental assessment on an E-Platform (DEEP) in rural Indian pre-schoolers – a pilot study. Global Health Action 2019;12(1):1548005 View
  58. Tong T, Chignell M, DeGuzman C. Using a serious game to measure executive functioning: response inhibition ability. Applied Neuropsychology: Adult 2019:1 View
  59. Martin N, Capman J, Boyce A, Morgan K, Gonzalez M, Adler S. New frontiers in cognitive ability testing: working memory. Journal of Managerial Psychology 2020;35(4):193 View
  60. Krohn S, Tromp J, Quinque E, Belger J, Klotzsche F, Rekers S, Chojecki P, de Mooij J, Akbal M, McCall C, Villringer A, Gaebler M, Finke C, Thöne-Otto A. Multidimensional Evaluation of Virtual Reality Paradigms in Clinical Neuropsychology: Application of the VR-Check Framework. Journal of Medical Internet Research 2020;22(4):e16724 View
  61. Bernecker K, Ninaus M. No Pain, no Gain? Investigating motivational mechanisms of game elements in cognitive tasks. Computers in Human Behavior 2021;114:106542 View
  62. Randriambelonoro M, Perrin C, Blocquet A, Kozak D, Fernandez J, Marfaing T, Bolomey E, Benhissen Z, Frangos E, Geissbuhler A, Graf C. Hospital-to-Home Transition for Older Patients: Using Serious Games to Improve the Motivation for Rehabilitation – a Qualitative Study. Journal of Population Ageing 2020;13(2):187 View
  63. Forman E, Goldstein S, Flack D, Evans B, Manasse S, Dochat C. Promising technological innovations in cognitive training to treat eating-related behavior. Appetite 2018;124:68 View
  64. Sardi L, Idri A, Fernández-Alemán J. A systematic review of gamification in e-Health. Journal of Biomedical Informatics 2017;71:31 View
  65. Fornasini S, Dianti M, Bacchiega A, Forti S, Conforti D. Using Geocaching to Promote Active Aging: Qualitative Study. Journal of Medical Internet Research 2020;22(6):e15339 View
  66. Margolis A, Kuravsky L, Voitov V, Gavrilova E, Ermakov S, Petrova G, Shepeleva E, Yurkevich V. Intelligence, creativity, and ‘PLines’ computer game performance by middle school age students. Experimental Psychology (Russia) 2020;13(1):122 View
  67. Antonaci A, Klemke R, Specht M. The Effects of Gamification in Online Learning Environments: A Systematic Literature Review. Informatics 2019;6(3):32 View
  68. Vervaeke J, Hoorelbeke K, Baeken C, Van Looy J, Koster E. Transfer and Motivation After Cognitive Control Training for Remitted Depression in Healthy Sample. Journal of Cognitive Enhancement 2020;4(1):49 View
  69. Walton C, Lampit A, Boulamatsis C, Hallock H, Barr P, Ginige J, Brodaty H, Chau T, Heffernan M, Sachdev P, Fiatarone Singh M, Valenzuela M. Design and Development of the Brain Training System for the Digital “Maintain Your Brain” Dementia Prevention Trial. JMIR Aging 2019;2(1):e13135 View
  70. Zakaria Z, Binti Rosli D. ADAPTION OF THE GAMIFICATION HEXAD PLAYER TYPES AND COGNITIVE AWARENESS IN AN ENGINEERING STUDENT. Humanities & Social Sciences Reviews 2019;7(5):626 View
  71. Tziraki C, Berenbaum R, Gross D, Abikhzer J, Ben-David B. Designing Serious Computer Games for People With Moderate and Advanced Dementia: Interdisciplinary Theory-Driven Pilot Study. JMIR Serious Games 2017;5(3):e16 View
  72. Flynn R, Colón-Acosta N, Zhou J, Bower J. A Game-Based Repeated Assessment for Cognitive Monitoring: Initial Usability and Adherence Study in a Summer Camp Setting. Journal of Autism and Developmental Disorders 2019;49(5):2003 View
  73. Vugts M, Joosen M, Mert A, Zedlitz A, Vrijhoef H. Serious gaming during multidisciplinary rehabilitation for patients with complex chronic pain or fatigue complaints: study protocol for a controlled trial and process evaluation. BMJ Open 2017;7(6):e016394 View
  74. Idriss M, Tannous H, Istrate D, Perrochon A, Salle J, Ho Ba Tho M, Dao T. Rehabilitation-Oriented Serious Game Development and Evaluation Guidelines for Musculoskeletal Disorders. JMIR Serious Games 2017;5(3):e14 View
  75. Intarasirisawat J, Ang C, Efstratiou C, Dickens L, Sriburapar N, Sharma D, Asawathaweeboon B. An Automated Mobile Game-based Screening Tool for Patients with Alcohol Dependence. Proceedings of the ACM on Interactive, Mobile, Wearable and Ubiquitous Technologies 2020;4(3):1 View
  76. Peters H, Kyngdon A, Stillwell D. Construction and validation of a game-based intelligence assessment in minecraft. Computers in Human Behavior 2021;119:106701 View
  77. Butler S, Runge M, Milad M. A Game Show–Based Curriculum for Teaching Principles of Reproductive Infectious Disease (GBS PRIDE Trial). Southern Medical Journal 2020;113(11):531 View
  78. Martins P, Barbosa-Pereira D, Valgas-Costa M, Mansur-Alves M. Item analysis of the Child Neuropsychological Assessment Test (TENI): Classical test theory and item response theory. Applied Neuropsychology: Child 2020:1 View
  79. Aubert A, Friedrich M, Triberti S. Gamifying quantitative face-to-face interviews in rural India: An empirical evaluation based on the basic psychological needs theory. PLOS ONE 2021;16(1):e0244077 View
  80. Wan B, Wang Q, Su K, Dong C, Song W, Pang M. Measuring the Impacts of Virtual Reality Games on Cognitive Ability Using EEG Signals and Game Performance Data. IEEE Access 2021;9:18326 View
  81. Drakopoulos G, Voutos Y, Mylonas P. Annotation-Assisted Clustering of Player Profiles in Cultural Games: A Case for Tensor Analytics in Julia. Big Data and Cognitive Computing 2020;4(4):39 View
  82. Bignardi G, Dalmaijer E, Anwyl-Irvine A, Astle D. Collecting big data with small screens: Group tests of children’s cognition with touchscreen tablets are reliable and valid. Behavior Research Methods 2020 View
  83. Kimura K, Moussavi Z. Do Older and Young Adults Learn to Integrate Geometry While Navigating in an Environment of a Serious Game?. Neuroscience Insights 2021;16:263310552098886 View
  84. Di Meco A, Bennett J, Batchelor J, Chekaluk E, Andrews E, Habib J. The role of cognition for identifying unsafe young drivers. Safety Science 2021;138:105099 View
  85. Brons A, de Schipper A, Mironcika S, Toussaint H, Schouten B, Bakkes S, Kröse B. Assessing Children’s Fine Motor Skills With Sensor-Augmented Toys: Machine Learning Approach. Journal of Medical Internet Research 2021;23(4):e24237 View
  86. Lin Y, Mao H, Lin K, Tang Y, Yang C, Chou J. Development and Evaluation of a Computer Game Combining Physical and Cognitive Activities for the Elderly. IEEE Access 2020;8:216822 View
  87. Manasse S, Lampe E, Juarascio A, Zhu J, Forman E. Using virtual reality to train inhibitory control and reduce binge eating: A proof-of-concept study. Appetite 2021;157:104988 View
  88. Ferreira-Brito F, Alves S, Santos O, Guerreiro T, Caneiras C, Carriço L, Verdelho A. Photo-Realistic Interactive Virtual Environments for Neurorehabilitation in Mild Cognitive Impairment (NeuroVRehab.PT): A Participatory Design and Proof-of-Concept Study. Journal of Clinical Medicine 2020;9(12):3821 View
  89. LaMonica H, Davenport T, Roberts A, Hickie I. Understanding Technology Preferences and Requirements for Health Information Technologies Designed to Improve and Maintain the Mental Health and Well-Being of Older Adults: Participatory Design Study. JMIR Aging 2021;4(1):e21461 View
  90. Jahn K, Kordyaka B, Machulska A, Eiler T, Gruenewald A, Klucken T, Brueck R, Gethmann C, Niehaves B. Individualized gamification elements: The impact of avatar and feedback design on reuse intention. Computers in Human Behavior 2021;119:106702 View
  91. Giglioli I, Carrasco-Ribelles L, Parra E, Marín-Morales J, Alcañiz Raya M. An Immersive Serious Game for the Behavioral Assessment of Psychological Needs. Applied Sciences 2021;11(4):1971 View
  92. Schroeder P, Lohmann J, Ninaus M. Preserved Inhibitory Control Deficits of Overweight Participants in a Gamified Stop-Signal Task: Experimental Study of Validity. JMIR Serious Games 2021;9(1):e25063 View
  93. Brambilla M, Dinkelbach L, Bigler A, Williams J, Zokaei N, Cohen Kadosh R, Brem A. The Effect of Transcranial Random Noise Stimulation on Cognitive Training Outcome in Healthy Aging. Frontiers in Neurology 2021;12 View
  94. Khaleghi A, Aghaei Z, Mahdavi M. A Gamification Framework for Cognitive Assessment and Cognitive Training: Qualitative Study. JMIR Serious Games 2021;9(2):e21900 View
  95. Trinidad M, Ruiz M, Calderon A. A Bibliometric Analysis of Gamification Research. IEEE Access 2021;9:46505 View
  96. Li M, Xu D, Ma G, Guo Q. Strong tie or weak tie? Exploring the impact of group-formation gamification mechanisms on user emotional anxiety in social commerce. Behaviour & Information Technology 2021:1 View
  97. Wiley K, Robinson R, Mandryk R. The Making and Evaluation of Digital Games Used for the Assessment of Attention: A Systematic Review (Preprint). JMIR Serious Games 2020 View
  98. Warsinsky S, Schmidt-Kraepelin M, Rank S, Thiebes S, Sunyaev A. Game-based Intervention Reporting Guidelines (GAMING): A Review on the Conceptual Ambiguity Surrounding Gamification and Serious Games in Healthcare (Preprint). Journal of Medical Internet Research 2021 View
  99. Trapp W. “Ladies and gentlemen, please start your engines!”: why you should gamify your cognitive stimulation interventions for dementia patients. International Psychogeriatrics 2021:1 View
  100. Redlinger E, Glas B, Rong Y. Impact of screen size on cognitive training task performance: An HMD study. International Journal of Psychophysiology 2021;166:166 View
  101. McWilliams E, Barbey F, Dyer J, Islam M, McGuinness B, Murphy B, Nolan H, Passmore P, Rueda-Delgado L, Buick A. Feasibility of Repeated Assessment of Cognitive Function in Older Adults Using a Wireless, Mobile, Dry-EEG Headset and Tablet-Based Games. Frontiers in Psychiatry 2021;12 View

Books/Policy Documents

  1. Narimani A, Khaleghi A, Haedar H, Semnani F. Internet of Things, Infrastructures and Mobile Applications. View
  2. Dobosz K, Dobosz M, Wojaczek M. Computers Helping People with Special Needs. View
  3. Soltanlou M, Jung S, Roesch S, Ninaus M, Brandelik K, Heller J, Grust T, Nuerk H, Moeller K. Informational Environments. View
  4. Bensamoun D, Mouton A, Ettore E, Robert P, David R. Mental Health and Illness of the Elderly. View
  5. Godwin K, Lomas D, Koedinger K, Fisher A. Exploring the Cognitive, Social, Cultural, and Psychological Aspects of Gaming and Simulations. View
  6. Ninaus M, Kiili K, McMullen J, Moeller K. Games and Learning Alliance. View
  7. Eiler T, Grünewald A, Wahl M, Brück R. Computer Vision, Imaging and Computer Graphics Theory and Applications. View
  8. Martini L, Fabbri L, Pancani S, Mosca I, Gerli F, Vannetti F. Converging Clinical and Engineering Research on Neurorehabilitation III. View
  9. Gul A, Uz Bilgin C. Handbook of Research on Adult Learning in Higher Education. View
  10. O’Caoimh R, Molloy D, Fitzgerald C, Van Velsen L, Cabrita M, Nassabi M, de Vette F, van Weering M, Jansen-Kosterink S, Kenter W, Frazer S, Rauter A, Turkman A, Antunes M, Turkman F, Silva M, Martins A, Costa H, Albuquerque T, Ferreira A, Scherillo M, De Luca V, Abete P, Colao A, García-Rudolph A, Sanchez-Carrion R, Sánchez J, Gomez Aguilera E, Illario M, Hermens H, Vollenbroek-Hutten M. Information and Communication Technologies for Ageing Well and e-Health. View
  11. Loachamín-Valencia M, Juan M, Méndez-López M, Pérez-Hernández E. Advances in Computer Entertainment Technology. View
  12. Kocakoyun S, Ozdamli F. Socialization - A Multidimensional Perspective. View
  13. Tikka P, Laitinen M, Manninen I, Oinas-Kukkonen H. Persuasive Technology. View
  14. Rist T, Seiderer A, André E. Entertainment Computing – ICEC 2018. View
  15. Bensamoun D, Mouton A, Ettore E, Robert P, David R. Mental Health and Illness of the Elderly. View
  16. Boendermaker W, Peeters M, Prins P, Wiers R. Serious Games and Edutainment Applications. View
  17. Groznik V, Sadikov A. Augmented Reality Games II. View
  18. Khaleghi A, Heydari F, Takhttavani M, Haedar H, Soltaninezhad A. Internet of Things, Infrastructures and Mobile Applications. View
  19. Coelho L, Reis S. Handbook of Research on Solving Modern Healthcare Challenges With Gamification. View
  20. Simões-Silva V, Gregório S, Luz T, Lapa A, Marques A. Handbook of Research on Solving Modern Healthcare Challenges With Gamification. View
  21. Simões-Silva V, Maravalhas V, Cunha A, Soares M, Marques A. Handbook of Research on Solving Modern Healthcare Challenges With Gamification. View
  22. Korkut S, Mele E, Cantoni L. Handbook of e-Tourism. View
  23. Gul A, Uz Bilgin C. Research Anthology on Adult Education and the Development of Lifelong Learners. View
  24. Ciornei C. New Trends and Challenges in Information Science and Information Seeking Behaviour. View