Gamification is the application of game-design elements and game principles in special contexts. Meanwhile, gamification is the strategic attempt to enhance systems, services, organizations, and activities to create similar experiences to those experienced when playing games to motivate and engage users.
In this ESS sharing session, we are honored to invite Dr. Saskia Kelders, the Associate Professor at the Centre for eHealth and Wellbeing Research at the University of Twente, to share her unique views regarding gamification for engaging digital health interventions.
We are looking forward to your attendance!
ESS Info.
Topic: Gamification for engaging digital health interventions
Time: 18:00-19:00 Mar 30th Wednesday
Zoom: 932 2361 8604 Passcode: ESS
Speaker: Saskia Kelders
Speaker Info.
Saskia is Associate Professor at the Centre for eHealth and Wellbeing Research at the University of Twente, Enschede, the Netherlands and extraordinary professor at Optentia Research Focus Area, North-West University, Vaal Triangle Campus. Her work combines technological and psychological aspects and is multidisciplinary in nature. She uses innovative research designs and concepts to investigate the relationship between technology, adherence and effectiveness.
Currently, she works on her personal NWO-VENI grant on using engagement as a mediator to personalize digital mental health interventions. In this innovative new research line, she uses new-to-field and challenging research methods (e.g. a full factorial study including 27 versions of an digital mental health intervention) by making smart use of the possibilities of technology. She is also editor of the new eHealth handbook with contributions from many influential (inter)national scholars, and lead educator of a massive open online course (MOOC) on eHealth.