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Titlebook: Games for Health 2014; Proceedings of the 4 Ben Schouten,Stephen Fedtke,Alex Gekker Conference proceedings 2014 Springer Fachmedien Wiesbad

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Meaningful Feedback at Opportune Moments: How persuasive feedback motivates teenagers to move,ame. We performed interviews with teenagers who used a running game for several weeks. We describe their attitude towards persuasive feedback, its perceived effectiveness and possibilities for improvement.
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Conference proceedings 2014attendees participate in over 60 sessions provided by an international array of 80+ speakers, cutting across a wide range of activities in health and health care. Topics include exergaming, physical therapy, disease management, health behavior change, biofeedback, rehab, epidemiology, training, cognitive health, nutrition and health education. .
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,“On call: antibiotics”- development and evaluation of a serious antimicrobial prescribing game for improve clinical practice and may serve to resolve some of the behavioural and social barriers influencing prescribing. We describe here the ongoing development and future evaluation of a mobile device-based serious antimicrobial prescribing game for hospital clinicians.
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The Opinions of People in the Netherlands over 65 on Active Video Games: a Survey Study,ore with ordinary (computer) games and computers than those who have not. We hypothesize that in order for active video games to be used for health enhancement more promotional efforts are required to let more people experience active video gaming and to increase awareness on its use as physical activity.
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Integrated Current and Time Referencest where doctors can assess and stabilize patients in a virtual emergency department..Research questions: show residents, after using the abcde. game, better emergency care skills before f2f-training than residents who did not use the game? Are they feeling engaged with the patient cases and more motivated for the course?
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Ardie G. W. Venes,Rudy J. van de Plassche doing so, it is able to evaluate different cognitive functions. The platform has been realized through a strong collaboration between game developers, neurologists and neuropsychologists. A scientific validation phase is ongoing on a sample of 1000 users to provide evidence of the efficacy and usefulness of the Smart Aging system.
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