- Behavioral Health and Interventions
- Mobile Health and mHealth Applications
- Impact of Technology on Adolescents
- Eating Disorders and Behaviors
- Physical Activity and Health
- Child Development and Digital Technology
- Consumer Retail Behavior Studies
- Educational Games and Gamification
- Obesity, Physical Activity, Diet
- Motivation and Self-Concept in Sports
- Multisensory perception and integration
- School Health and Nursing Education
- Innovative Human-Technology Interaction
- Service-Learning and Community Engagement
- Community Health and Development
- Social and Educational Sciences
- Digital Games and Media
- Simulation-Based Education in Healthcare
- Digital Marketing and Social Media
- Academic Writing and Publishing
- Empathy and Medical Education
- Sustainability in Higher Education
- Environmental Education and Sustainability
- Family and Patient Care in Intensive Care Units
- Noise Effects and Management
University of Twente
2022
Wageningen University & Research
2015-2020
Maastricht University
2013-2016
Netherlands Organisation for Applied Scientific Research
2015
Background: Despite the growing body of research on complex lifestyle behaviors (eg, Dietary Intake [DI] and Physical Activity [PA]), monitoring these has been hampered by a lack suitable methods. A possible solution to this deficiency is mobile-based Ecological Momentary Assessment (mEMA), which enables researchers collect data participants' states in real-time means smartphone application. However, feasibility, usability, ecological validity need be anticipated managed order enhance mEMA....
Serious games have the potential to promote health behavior. Because overweight is still a major issue among secondary vocational education students in Netherlands, this study piloted effects of "Balance It," serious self-regulation game intervention targeting students' overweight-related behaviors: dietary intake and physical activity (PA).We aimed pilot Balance It on PA.In total, 501 participated at baseline (intervention: n=250; control: n=251) pre-post cluster randomized trial. After 4...
Abstract Background Delirium is a neuropsychiatric syndrome that affects patients’ attention and awareness as result of physical condition. In recent years, persistent gaps in delirium education have led to suboptimal care. Still, little known about what are the most important aspects effective education. Serious games both entertainment an interactive, safe learning environment where players can experiment create new knowledge. They potential contribute improved We used video-based serious...
This article describes the design rationale behind a serious self-regulation game intervention. The aim of is to promote healthy dietary intake and physical activity among secondary vocational educational students in Netherlands (approximately 16-20 years age).The "Balance It" was developed according an intervention mapping (IM) protocol. Following IM, we specified health promotion usability objectives linked these selected behavior change persuasive methods. Accordingly, methods were...
Objective: The aim of this study was to investigate which narrative elements digital game narratives are preferred by the general adolescent population, and examine associations with gender, socioeconomic status (SES), gameplay frequency. Further, aims discuss how results can be translated serious games. Materials Methods: Adolescents were recruited through school complete a survey on preferences in included questions sociodemographic information, frequency gameplay, an open-ended question...