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Power explorer: a casual game style for encouraging long term behavior change among teenagers.

, , и . Advances in Computer Entertainment Technology, том 422 из ACM International Conference Proceeding Series, стр. 182-189. ACM, (2009)

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Promoting New Patterns in Household Energy Consumption with Pervasive Learning Games., , и . PERSUASIVE, том 4744 из Lecture Notes in Computer Science, стр. 55-63. Springer, (2007)Coffee maker patterns and the design of energy feedback artefacts., , , , , и . Conference on Designing Interactive Systems, стр. 93-102. ACM, (2010)Cognitive design of a digital desk for the emergency room setting., , , и . AMIA, AMIA, (2014)Mobile Phone Computing for In-situ Cognitive Behavioral Therapy., , , , и . MedInfo, том 129 из Studies in Health Technology and Informatics, стр. 1078-1082. IOS Press, (2007)Design Requirements for Ubiquitous Computing Environments for Healthcare Professionals., , и . MedInfo, том 107 из Studies in Health Technology and Informatics, стр. 1416-1420. IOS Press, (2004)Technology in mental health., , , , и . CHI Extended Abstracts, стр. 3965-3968. ACM, (2008)Power explorer: a casual game style for encouraging long term behavior change among teenagers., , и . Advances in Computer Entertainment Technology, том 422 из ACM International Conference Proceeding Series, стр. 182-189. ACM, (2009)NOSTOS: A Paper-Based Ubiquitous Computing Healthcare Environment to Support Data Capture and Collaboration., , и . AMIA, AMIA, (2003)Use of Project Ontologies and Terminology Servers to Support Software Engineering., , и . MedInfo, том 52 из Studies in Health Technology and Informatics, стр. 639-643. IOS Press, (1998)Evaluation of a pervasive game for domestic energy engagement among teenagers., и . Advances in Computer Entertainment Technology, том 352 из ACM International Conference Proceeding Series, стр. 232-239. ACM, (2008)