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Active Cues: Design for dementia

Active Cues: Design for dementia

Niko Vegt

Niko Vegt

Hester Anderiesen

Hester Anderiesen

NextLevel: Gamedesign Principles for Effective e-health-based Mental Healthcare Therapy.

NextLevel: Gamedesign Principles for Effective e-health-based Mental Healthcare Therapy.

Katinka van der Kooij

Katinka van der Kooij

Blog for currently graduating students

Blog for currently graduating students

A tool to discover your identity and life goals

A tool to discover your identity and life goals

What Remains?: A persuasive story telling game

What Remains?: A persuasive story telling game

G-Motiv: Changing human behaviour using game-elements (research project)

G-Motiv: Changing human behaviour using game-elements (research project)

PERSUASIVE GAME DESIGN

PERSUASIVE GAME DESIGN

A persuasive Product Service System to communicate between worlds

A persuasive Product Service System to communicate between worlds

Social Gaming Rules: changing people's behavior through games

Social Gaming Rules: changing people’s behavior through games

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