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Valentijn Visch
Valentijn Visch
Associate Professor
Dirección de correo verificada de tudelft.nl
Título
Citado por
Citado por
Año
The emotional and cognitive effect of immersion in film viewing
VT Visch, ES Tan, D Molenaar
Cognition and Emotion 24 (8), 1439-1445, 2010
3352010
Categorizing moving objects into film genres: The effect of animacy attribution, emotional response, and the deviation from non-fiction
VT Visch, ES Tan
Cognition 110 (2), 265-272, 2009
1042009
Persuasive Game Design: A model and its definitions
VT Visch, NJH Vegt, H Anderiesen, K Van der Kooij
ACM, 2013
842013
Narrative versus style: Effect of genre-typical events versus genre-typical filmic realizations on film viewers’ genre recognition
V Visch, E Tan
Poetics 36 (4), 301-315, 2008
702008
Effect of film velocity on genre recognition
V Visch, E Tan
Media Psychology 9 (1), 59-75, 2007
582007
Designing gamification to guide competitive and cooperative behavior in teamwork
N Vegt, V Visch, H Ridder, A Vermeeren
Gamification in education and business, 513-533, 2015
502015
Source selection in product metaphor generation: The effects of salience and relatedness
N Cila, P Hekkert, V Visch
International Journal of Design 8 (1), 2014
502014
A cookbook method for Persuasive Game Design
P Siriaraya, V Visch, A Vermeeren, M Bas
International Journal of Serious Games 5 (1), 37-71, 2018
482018
Viewer knowledge: Application of exposure-based layperson knowledge in genre-specific animation production
V Visch, E Tan, DP Saakes
International Journal of Design 9 (1), 83-89, 2015
402015
A haptic serious augmented reality game for motor assessment of parkinson's disease patients
E van der Meulen, MA Cidota, SG Lukosch, PJM Bank, AJC van der Helm, ...
2016 IEEE International Symposium on Mixed and Augmented Reality (ISMAR …, 2016
372016
Play experiences for people with Alzheimer’s disease
H Anderiesen, E Scherder, R Goossens, V Visch, L Eggermont
International Journal of Design, 9 (2), 2015, 2015
362015
Using a digital game for training desirable behavior in cognitive–behavioral therapy of burnout syndrome: a controlled study
T Zielhorst, D van den Brule, V Visch, M Melles, S van Tienhoven, ...
Cyberpsychology, Behavior, and Social Networking 18 (2), 101-111, 2015
342015
Reflections on the design, implementation, and adoption of a gamified eHealth application in youth mental healthcare
MMM van Dooren, P Siriaraya, V Visch, R Spijkerman, L Bijkerk
Entertainment Computing 31, 100305, 2019
322019
Validation of games for behavioral change: connecting the playful and serious
K van der Kooij, E Hoogendoorn, R Spijkerman, V Visch
International Journal of Serious Games 2 (3), 63-75, 2015
322015
Attitudes Toward Health, Healthcare, and eHealth of People With a Low Socioeconomic Status: A Community-Based Participatory Approach
JS Faber, I Al-Dhahir, T Reijnders, NH Chavannes, AWM Evers, JJ Kraal, ...
Frontiers in Digital Health, 68, 2021
302021
Robust anger: Recognition of deteriorated dynamic bodily emotion expressions
VT Visch, MB Goudbeek, M Mortillaro
Cognition & emotion 28 (5), 936-946, 2014
242014
Personalization in game Design for Healthcare: a literature review on its definitions and effects
M Van Dooren, V Visch, R Spijkerman, R Goossens, V Hendriks
International Journal of Serious Games 3 (4), 2016
222016
“Digging for Meaning”: The Effect of a Designer’s Expertise and Intention on Depth of Product Metaphors
N Cila, P Hekkert, V Visch
Metaphor and Symbol 29 (4), 257-277, 2014
212014
The barriers and facilitators of eHealth-based lifestyle intervention programs for people with a low socioeconomic status: scoping review
I Al-Dhahir, T Reijnders, JS Faber, RJ van den Berg-Emons, VR Janssen, ...
Journal of medical Internet research 24 (8), e34229, 2022
192022
Looking for genres: The effect of film figure movement on genre recognition
VT Visch
192007
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Artículos 1–20