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Value Propositions for Serious Games in Health and Well-Being.

, , , , , , , and . SGDA, volume 7528 of Lecture Notes in Computer Science, page 150-157. Springer, (2012)

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Deploying Serious Games for Management in Higher Education: lessons learned and good practices., , , , and . EAI Endorsed Trans. Serious Games, 1 (3): e4 (2014)Verkehrsvermeidende und -verlagernde Transportnetzwerk-Optimierung für Abfälle und Wertstoffe aus der Region Hamburg (V-TOP), and . (2004)REFQUEST: A Multiplayer On-Line Game to Support Idea Creation in Innovation Processes - An Ideation Game from the Laboranova Project., and . WEBIST (2), page 447-454. INSTICC Press, (2008)An activity theory-based model for serious games analysis and conceptual design., , , , , , , and . Comput. Educ., (2015)Data-Driven Production Logistics: Future Scenario in Two Swedish Companies Based on Discrete Event Simulation., , and . APMS (3), volume 691 of IFIP Advances in Information and Communication Technology, page 691-706. Springer, (2023)Business Model Development for a Dynamic Production Network Platform., , and . APMS (2), volume 592 of IFIP Advances in Information and Communication Technology, page 749-757. Springer, (2020)Sepsis Fast Track: A simulation game for Clinical education based on the Sepsis Fast Track protocol., , , , and . SeGAH, page 1-8. IEEE Computer Society, (2016)Constructing Gamified Learning Experiences., , , , and . GALA, page 310-315. Springer International Publishing, (2022)Applying and Facilitating Serious Location-Based Games., , , and . ICEC, volume 12523 of Lecture Notes in Computer Science, page 104-109. Springer, (2020)Workshop on the Use of Serious Games in the Education of Engineers., , and . VS-GAMES, volume 15 of Procedia Computer Science, page 341-342. Elsevier, (2012)