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Learnings and Challenges in Designing Gamifications for Mental Healthcare: The Case Study of the Readysetgoals Application., , , and . VS-GAMES, page 1-8. IEEE Computer Society, (2018)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)Changamoto: Design and Validation of a Therapy Adherence Game., , , and . GFHEU, page 144-149. Springer, (2014)Validation of Serious Games., , , and . Int. J. Serious Games, (2015)Personalized Design Process for Persuasive Technologies., , and . PPT@PERSUASIVE, volume 1833 of CEUR Workshop Proceedings, page 26-31. CEUR-WS.org, (2017)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)Personalization in Game Design for Healthcare: a Literature Review on its Definitions and Effects., , , , and . Int. J. Serious Games, (2016)Reflections on the design, implementation, and adoption of a gamified eHealth application in youth mental healthcare., , , , and . Entertain. Comput., (2019)