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User Experiences of Mobile Controlled Games for Activation, Rehabilitation and Recreation of Elderly and Physically Impaired.

, , , , and . pHealth, volume 177 of Studies in Health Technology and Informatics, page 289-295. IOS Press, (2012)

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Serious games education for working life needs - a pilot study., , , , , and . GamiFIN, volume 1857 of CEUR Workshop Proceedings, page 1-7. CEUR-WS.org, (2017)User Experiences of Mobile Controlled Games for Activation, Rehabilitation and Recreation of Elderly and Physically Impaired., , , , and . pHealth, volume 177 of Studies in Health Technology and Informatics, page 289-295. IOS Press, (2012)Designing serious games for special user groups - design for somebody approach., , and . Br. J. Educ. Technol., 49 (4): 646-658 (2018)Education in care and technology, a facilitator of interdisciplinary research and development., , , , , , and . AAATE Conf., volume 217 of Studies in Health Technology and Informatics, page 1053-1059. IOS Press, (2015)Mobile Games Individualise and Motivate Rehabilitation in Different User Groups., , and . Int. J. Game Based Learn., 5 (2): 1-17 (2015)Living Lab as an Agile Approach in Developing User-Friendly Welfare Technology., and . AAATE Conf., volume 242 of Studies in Health Technology and Informatics, page 654-659. IOS Press, (2017)"Design for Somebody" - Approach Enabling Mobile Technology Development., , , , and . AAATE Conf., volume 242 of Studies in Health Technology and Informatics, page 669-675. IOS Press, (2017)Embracing Technological Development and Salutogenic Health Promotion in the Provision of Assistive Technologies., and . AAATE Conf., volume 242 of Studies in Health Technology and Informatics, page 587-591. IOS Press, (2017)The cognitive mobile games for older adults - a Chinese user experience study., , , , , , , , , and . SeGAH, page 1-6. IEEE Computer Society, (2017)