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Serious Game for Wellness: A Gamified Toolkit for Enhancing Physical Activity and Well-Being in Workplace.

, , , and . CCHI, page 549-555. ACM, (2023)

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Programmable Electronic System Design & Verification Utilizing DFM., , , and . SAFECOMP, volume 1943 of Lecture Notes in Computer Science, page 275-285. Springer, (2000)Integrating Industrial Design and Geoscience: A Survey on Data-Driven Research to Promote Public Health and Vitality., , , , and . PDH, page 91-95. ACM, (2019)'Broken Expectations' from a global business perspective., , and . CHI Extended Abstracts, page 4267-4272. ACM, (2009)Hierarchical Statistical Verification of Large Full Custom CMOS Circuits., , , and . ISCAS, page 443-446. IEEE, (1994)Design Opportunities of Digital Tools for Promoting Healthy Eating Routines Among Dutch Office Workers., , , and . HCI (43), volume 13097 of Lecture Notes in Computer Science, page 94-110. Springer, (2021)ACTIVE4: A Conceptual Framework for Gathering Empathetic Insights toward Office Workers' Vitality Ecosystem Design., , , and . CHI Extended Abstracts, page 24:1-24:7. ACM, (2023)EAT@WORK: Designing an mHealth App for Promoting Healthy Eating Routines Among Dutch Office Workers., , , and . PervasiveHealth, volume 431 of Lecture Notes of the Institute for Computer Sciences, Social Informatics and Telecommunications Engineering, page 533-549. Springer, (2021)ShuttleKicker+: Designing Gamified Sonification to Augment the Physical Leisure Activity., , , and . CHI PLAY (Companion), page 471-478. ACM, (2017)Perswedo: Introducing Persuasive Principles into the Creative Design Process Through a Design Card-Set., , , and . INTERACT (3), volume 10515 of Lecture Notes in Computer Science, page 453-462. Springer, (2017)Conceptual Comparison of Two Commonly Used Safeguarding Principles., and . SAFECOMP, volume 1516 of Lecture Notes in Computer Science, page 359-368. Springer, (1998)