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Bakkes, S., Bartholomeus, E., Geijtenbeek, T., Uden, J., van & Wildevuur, S. (2012). Play on: Serious Gaming for Future Seniors. STT. http://stt.nl/wp/wp-content/uploads/2013/01/STT_SG_ouderen_eng_HR-los.pdf

Baranowski, T., Buday, R., Thompson, D. I. & Baranowski, J. (2008). Playing for Real: Video Games and Stories for Health-Related Behavior Change. American Journal of Preventive Medicine, 34(1), pp. 74–82. http://www.ncbi.nlm.nih.gov/pmc/articles/PMC2189579/

Brox, E., Fernandez-Luque, L. & Tøllefsen, T. (2011). Healthy Gaming – Video Game Design to promote Health. Applied Clinical Informatics, 2(2), pp. 128–142. http://www.ncbi.nlm.nih.gov/pmc/articles/PMC3631924/

Ceranoglu, T. A. (2010). Video Games in Psychotherapy. Review of General Psychology, 14(2), pp. 141-146 . http://www.apa.org/pubs/journals/releases/gpr-14-2-141.pdf

Emmelkamp, P. M. G., Bruynzeel, M. & Drost, L. (2001). Virtual Reality Treatment in Acrophobia: A Comparison with Exposure in Vivo. Cyberpsychology and Behavior. http://graphics.tudelft.nl/~vrphobia/pilotcpb.pdf

Fernández-Aranda, F., Jiménez-Murcia, S., Santamaría, J. J., Gunnard, K., Soto, A. et al. (2012).Video games as a complementary therapy tool in mental disorders: PlayMancer, a European multicentre study. Journal of Mental Health, 21(4), pp. 364-374. http://www.tandfonline.com/doi/pdf/10.3109/09638237.2012.664302

Griffiths, M. (2005). Video games and health: Video gaming is safe for most players and can be useful in health care. BMJ, 331(7509), pp. 122–123.http://www.ncbi.nlm.nih.gov/pmc/articles/PMC558687/

Hoek, T. van (2011). Serious gaming in Nederland: een kritische vergelijking tussen praktijk en theorie. Bachelorthese. http://dspace.library.uu.nl/handle/1874/209786

Horne-Moyer, H. L., Moyer, B. H., Messer, D. C. & Messer, E. H. (2014). The Use of Electronic Games in Therapy: a Review with Clinical Implications. Current Psychiatry Reports, 16(12), pp. 520. http://www.ncbi.nlm.nih.gov/pmc/articles/PMC4196027/

Kato, P. M. (2010). Video Games in Health Care: Closing the Gap. Review of General Psychology, 14(2), pp. 113–121. http://www.apa.org/pubs/journals/releases/gpr-14-2-113.pdf

Lamotha, C. J. C., Caljouwa, S. R. & Postema, K. (2011). Active video gaming to improve balance in elderly. Studies In Health Technology And Informatics, 167, pp. 159-164. http://www.researchgate.net/profile/Claudine_Lamoth/publication/51231122_Active_video_gaming_to_improve_balance_in_the_elderly/links/0912f5094f74357960000000.pdf

Lukosch, H., Bussel, R. van & Meijer, S. (2013). Hybrid Instructional Design for Serious Gaming Journal of Communication and Computer, 10(1). http://www.kenteq.nl/Kenteq/1-Ondersteuning_MBO/6-Info_over_leermiddelen/CRAFT%203_jcc_kenteq_120808.pdf

Pope, A. T. & Palsson, O. S. (2001). Helping Video Games “Rewire Our Minds”, NASA. http://ntrs.nasa.gov/archive/nasa/casi.ntrs.nasa.gov/20040086464.pdf

Price, M., Anderson, P. & Rothbaum, B. O. (2008). Virtual Reality as Treatment for Fear of Flying: A Review of Recent Research. International Journal of Behavioral Consultation and Therapy, 4(4), pp. 340-347. http://files.eric.ed.gov/fulltext/EJ861345.pdf

Primack, B. A., Carroll, M. V., McNamara, M., Klem, M. L., King, B., Rich, M. et al. (2012). Role of Video Games in Improving Health-Related Outcomes A Systematic Review. American Journal of Preventive Medicine, 42(6), pp. 630 –638. http://www.ajpmonline.org/article/S0749-3797(12)00172-9/pdf

Sharar, S. R., Carrougher, G. J., Nakamura, D., Hoffman, H. G., Blough, D. K. & Patterson, D. R. (2007). Factors Influencing the Efficacy of Virtual Reality Distraction Analgesia During Postburn Physical Therapy: Preliminary Results from 3 Ongoing Studies. Archives of Physical Medicine and Rehabilitation, 88(2). http://www.archives-pmr.org/article/S0003-9993(07)01554-7/pdf

Stapleton, A. (2004) Serious Games: Serious Opportunities. Australian Game Developers’ Conference, Paper. http://www.researchgate.net/profile/Andrew_Stapleton/publication/228384342_Serious_games_Serious_opportunities/links/00b4952f7500fccd71000000.pdf

Susi, T., Johannesson, M. & Backlund, P. (2007). Skövde: Institutionen för kommunikation och information, pp. 28. http://www.diva-portal.org/smash/get/diva2:2416/FULLTEXT01.pdf

Thompson, D., Baranowski, T. & Buday, R. (2010). Conceptual Model for the Design of a Serious Video Game Promoting Self-Management among Youth with Type 1 Diabetes. Journal of Diabetes Science and Technology, 4(3), pp. 744–749. http://www.ncbi.nlm.nih.gov/pmc/articles/PMC2901054/

Wilkinson, N., Ang, R. P. & Goh, D. H. (2008). Online Video Game Therapy For Mental Health Concerns: A Review. International Journal of Social Psychiatry, 54(4), pp. 370–382. http://virtualwayfarer.com/Pics/ADDVGames.pdf

Deze bronnen behoren bij onze artikelen over serious games.

Lees meer:

Deel 1 – Wat zijn serious games: een introductie
Deel 2 – Serious games in de gezondheidszorg – toepassingen
Deel 3 – Serious games voor ouderen – balans en cognitie
Deel 4 – De toekomst van serious games in de gezondheidszorg
Infographic – Serious games-toepassingen in de zorg