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Personalized Design Process for Persuasive Technologies.

, , and . PPT@PERSUASIVE, volume 1833 of CEUR Workshop Proceedings, page 26-31. CEUR-WS.org, (2017)

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PLEX as input and evaluation tool in persuasive game design: pilot study., , , , and . CHI PLAY, page 449-450. ACM, (2014)The Design and Application of Game Rewards in Youth Addiction Care., , and . Information, 10 (4): 126 (2019)Industrial Design meets mental healthcare: Designing products involving game-elements for mental healthcare therapy - Three case studies., , , , , and . SeGAH, page 1-6. IEEE Computer Society, (2011)An overview of facilitators and barriers in the development of eHealth interventions for people of low socioeconomic position: A Delphi study., , , , , , , , , and 1 other author(s). Int. J. Medical Informatics, (September 2023)Rewards that make you play: The Distinct effect of monetary rewards, virtual points and social rewards on play persistence in substance dependent and non-dependent adolescents., , and . SeGAH, page 1-7. IEEE, (2018)Attitudes Toward Health, Healthcare, and eHealth of People With a Low Socioeconomic Status: A Community-Based Participatory Approach., , , , , , , and . Frontiers Digit. Health, (2021)Personalized Design Process for Persuasive Technologies., , and . PPT@PERSUASIVE, volume 1833 of CEUR Workshop Proceedings, page 26-31. CEUR-WS.org, (2017)