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Designing Gamification to Guide Competitive and Cooperative Behavior in Teamwork
Gamification in the work environment
Active Cues: Design for dementia
NextLevel: Gamedesign Principles for Effective e-health-based Mental Healthcare Therapy.
What Remains?: A persuasive story telling game
G-Motiv: Changing human behaviour using game-elements (research project)
A persuasive Product Service System to communicate between worlds
Social Gaming Rules: changing people’s behavior through games
Persuasive Game Design: A model and its definitions.
If the audience want to dance, why don’t they?
Multiplayer Breakout
A research framework for playful persuasion based on psychological needs and bodily interaction
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contact:
Valentijn Visch