Learnings and Challenges in Designing Gamifications for Mental Healthcare: The Case Study of the Readysetgoals Application
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Panote Siriaraya, Valentijn Visch, Marierose M. M. van Dooren, Renske Spijkerman
Learnings and Challenges in Designing Gamifications for Mental Healthcare: The Case Study of the Readysetgoals Application
CoG, 2018.

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@inproceedings{VS-Games-2018-SiriarayaVDS,
	author        = "Panote Siriaraya and Valentijn Visch and Marierose M. M. van Dooren and Renske Spijkerman",
	booktitle     = "{Proceedings of the 10th International Conference on Virtual Worlds and Games for Serious Applications}",
	doi           = "10.1109/VS-Games.2018.8493430",
	isbn          = "978-1-5386-7123-8",
	pages         = "1--8",
	publisher     = "{IEEE Computer Society}",
	title         = "{Learnings and Challenges in Designing Gamifications for Mental Healthcare: The Case Study of the Readysetgoals Application}",
	year          = 2018,
}

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