{"id":964,"date":"2013-10-16T16:26:09","date_gmt":"2013-10-16T16:26:09","guid":{"rendered":"http:\/\/studiolab.ide.tudelft.nl\/studiolab\/persuasivegamedesign\/?p=964"},"modified":"2014-03-05T09:46:07","modified_gmt":"2014-03-05T09:46:07","slug":"a-persuasive-product-service-system-to-communicate-between-worlds","status":"publish","type":"post","link":"https:\/\/studiolab.ide.tudelft.nl\/studiolab\/persuasivegamedesign\/2013\/10\/16\/a-persuasive-product-service-system-to-communicate-between-worlds\/","title":{"rendered":"A persuasive Product Service System to communicate between worlds"},"content":{"rendered":"<p><a href=\"http:\/\/studiolab.ide.tudelft.nl\/studiolab\/persuasivegamedesign\/?p=956\" target=\"_blank\">A persuasive Product Service System to communicate between worlds<\/a>\u00a0(PDF)<br \/>\nValentijn Visch<\/p>\n<p><em>G-moriv designs persuasive game products for service-oriented markets in the\u00a0social, physical and mental healthcare domain. G-Motiv aims to show that persuasive\u00a0game design can be effectively applied to respond to societal healthcare\u00a0demands, one of which is aged care. Among G-Motiv&#8217;s service partners\u00a0are companies that provide aged care, such as Careyn in Brielle. This project\u00a0attempts to investigate how persuasive game-based products might enhance\u00a0existing care services. It should be stated that we do not develop complete\u00a0Product Service Systems (PSS); we add a product to an existing service, leading\u00a0to a result-oriented PSS The result (in this instance, care) is provided to the\u00a0client and when the project finishes, it becomes possession of the company\u00a0(Careyn) and is not to be further launched onto the market.<\/em><\/p>\n","protected":false},"excerpt":{"rendered":"<p>A persuasive Product Service System to communicate between worlds\u00a0(PDF) Valentijn Visch G-moriv designs persuasive game&#8230;<\/p>\n","protected":false},"author":30,"featured_media":961,"comment_status":"closed","ping_status":"closed","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[146,142],"tags":[],"class_list":["post-964","post","type-post","status-publish","format-standard","has-post-thumbnail","hentry","category-research","category-studies-articles"],"_links":{"self":[{"href":"https:\/\/studiolab.ide.tudelft.nl\/studiolab\/persuasivegamedesign\/wp-json\/wp\/v2\/posts\/964","targetHints":{"allow":["GET"]}}],"collection":[{"href":"https:\/\/studiolab.ide.tudelft.nl\/studiolab\/persuasivegamedesign\/wp-json\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/studiolab.ide.tudelft.nl\/studiolab\/persuasivegamedesign\/wp-json\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/studiolab.ide.tudelft.nl\/studiolab\/persuasivegamedesign\/wp-json\/wp\/v2\/users\/30"}],"replies":[{"embeddable":true,"href":"https:\/\/studiolab.ide.tudelft.nl\/studiolab\/persuasivegamedesign\/wp-json\/wp\/v2\/comments?post=964"}],"version-history":[{"count":2,"href":"https:\/\/studiolab.ide.tudelft.nl\/studiolab\/persuasivegamedesign\/wp-json\/wp\/v2\/posts\/964\/revisions"}],"predecessor-version":[{"id":973,"href":"https:\/\/studiolab.ide.tudelft.nl\/studiolab\/persuasivegamedesign\/wp-json\/wp\/v2\/posts\/964\/revisions\/973"}],"wp:featuredmedia":[{"embeddable":true,"href":"https:\/\/studiolab.ide.tudelft.nl\/studiolab\/persuasivegamedesign\/wp-json\/wp\/v2\/media\/961"}],"wp:attachment":[{"href":"https:\/\/studiolab.ide.tudelft.nl\/studiolab\/persuasivegamedesign\/wp-json\/wp\/v2\/media?parent=964"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/studiolab.ide.tudelft.nl\/studiolab\/persuasivegamedesign\/wp-json\/wp\/v2\/categories?post=964"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/studiolab.ide.tudelft.nl\/studiolab\/persuasivegamedesign\/wp-json\/wp\/v2\/tags?post=964"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}