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Designing and Evaluating Casual Health Games for Children and Teenagers with Cancer
14 references·1 citing·38 second hop
Designing and Evaluating Casual Health Games for Children and Teenagers with Cancer (2011)Designing and Evaluating Casual Health Ga…Digital Game-Based Learning (2020)Digital Game-Based LearningVideo Games in Health Care: Closing the Gap (2010)Video Games in Health Care: C…Serious games for health: An empirical study of the game “Balance” for teenagers with diabetes mellitus (2010)Serious games for health: An …Persuasive games: the expressive power of videogames (2008)Persuasive games: the express…Persuasive Games (2007)Persuasive GamesD3.3 : Game Experience Questionnaire:development of a self-report measure to assess the psychological impact of digital games (2007)D3.3 : Game Experience Questi…Casual games discussion (2007)Casual games discussionExtending the Use of Games in Health Care (2006)Extending the Use of Games in…Serious Games: Games That Educate, Train, and Inform (2005)Serious Games: Games That Edu…Handbook of computer game studies (2005)Handbook of computer game stu…The design of children's technology (1998)The design of children's tech…Assessing health-related quality of life in chronically ill children with the German KINDL: first psychometric and content analytical results (1998)Assessing health-related qual…Educational video game for juvenile diabetes: results of a controlled trial (1997)Educational video game for ju…Serious Games (1970)Serious GamesKnowledge discovery of game design features by mining user-generated feedback (2016)Knowledge discovery of game d…The MOS 36-item short-form health survey (SF-36). I. Conceptual framework and item selection. (1992)The MOS 36-ltem Short-Form Health Survey (SF-36) (1992)A review of measures of quality of life for children with chronic illness (2001)Assessment of Health-Related Quality of Life in Children: A Review of Conceptual, Methodological, and Regulatory Issues (2004)KIDSCREEN-52 quality-of-life measure for children and adolescents (2005)The file drawer problem and tolerance for null results. (1979)Seriously considering play: Designing interactive learning environments based on the blending of microworlds, simulations, and games (1996)Beyond Nintendo: design and assessment of educational video games for first and second grade students (2002)The “I's” Have It: A Framework for Serious Educational Game Design (2010)A meta-analysis of serious digital games for healthy lifestyle promotion (2014)Healthy play, better coping: The importance of play for the development of children in health and disease (2018)Self-efficacy mechanism in human agency. (1982)Social Foundations of Thought and Action : A Social Cognitive Theory (1985)Learning with Media (1991)Origins of Serious Games (2011)Role of Video Games in Improving Health-Related Outcomes (2012)Gamification for health promotion: systematic review of behaviour change techniques in smartphone apps (2016)Democracy of Objects (2011)The role of psychology in understanding the impact of computer games (2011)Serious games and the gamification of tourism (2016)Serious Games : An Overview (2007)Developing a Theory of Gamified Learning (2014)A systematic review of gamification in e-Health (2017)Primary school students' perceptions of interactive whiteboards (2005)A conceptual framework based on Activity Theory for mobile CSCL (2006)Child as Protagonist (2017)The Theory and Practice of Online Learning (2008)A meta-analysis of the cognitive and motivational effects of serious games. (2013)Handbook of Self-Regulation of Learning and Performance (2017)Toward an understanding of flow in video games (2008)A User-Centered Theoretical Framework for Meaningful Gamification (2012)An Overview of Serious Games (2014)Measuring Player Immersion in the Computer Game Narrative (2009)Videogame Addiction and its Treatment (2009)The Effects of Pathological Gaming on Aggressive Behavior (2010)The Gaming of Policy and the Politics of Gaming: A Review (2009)Classifying Serious Games (2011)Teaching and Learning Argumentative Reading and Writing: A Review of Research (2011)
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References

  • 2020Digital Game-Based Learning2,893 cited
  • 2005Serious Games: Games That Educate, Train, and Inform2,069 cited
  • 2008Persuasive games: the expressive power of videogames1,703 cited
  • 2007Persuasive Games1,528 cited
  • 1998Assessing health-related quality of life in chronically ill children with the German KINDL: first psychometric and content analytical results1,103 cited
  • 1970Serious Games921 cited
  • 2010Video Games in Health Care: Closing the Gap502 cited
  • 1997Educational video game for juvenile diabetes: results of a controlled trial475 cited
  • 1998The design of children's technology475 cited
  • 2005Handbook of computer game studies292 cited
  • 2007D3.3 : Game Experience Questionnaire:development of a self-report measure to assess the psychological impact of digital games265 cited
  • 2007Casual games discussion165 cited
  • 2010Serious games for health: An empirical study of the game “Balance” for teenagers with diabetes mellitus91 cited
  • 2006Extending the Use of Games in Health Care56 cited

Cited by

  • 2016Knowledge discovery of game design features by mining user-generated feedback41 cited

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