Promotion of impaired executive functions and impulse control in various chronic health conditions using serious games.
Fritz HaverkampYehya MohamadPublished in: TISHW (2016)
Keyphrases
- serious games
- health care
- virtual environment
- control system
- computer games
- educational games
- educational tools
- design principles
- game design
- social networks
- video games
- learning scenarios
- intelligent tutoring
- heart failure
- database
- data structures and algorithms
- chronic disease
- virtual characters
- sufficient conditions
- artificial intelligence