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Articles

The co-creation design process of ‘You & I’: a serious game to support mentalizing and stress-regulating abilities in adults with mild to borderline intellectual disabilities

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Pages 2988-3000 | Received 03 Jun 2020, Accepted 09 Aug 2021, Published online: 11 Sep 2021

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Linda N. Douma, Anne Tharner, Paula S. Sterkenburg, Lotte Piekema, Annet ten Brug, Noud Frielink, Lianne Bakkum, Esmee Adam, J. Clasien de Schipper, Petri Embregts & Carlo Schuengel. (2023) Participating in the digital world: a consensus statement on digital social contact for people with disabilities living in sheltered care facility homes. International Journal of Developmental Disabilities 0:0, pages 1-15.
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Suzanne D. M. Derks, Agnes M. Willemen, Mirjam Wouda & Paula S. Sterkenburg. (2023) Effectiveness of the mentalisation‐based serious game ‘You & I’ for adults with mild to borderline intellectual disabilities: A randomised controlled trial. Journal of Applied Research in Intellectual Disabilities 37:1.
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Gulnaz Derbissalova, Aisulu Shayakhmetova, Anzhela Avagimyan & Ekaterina Pyanova. (2023) Multimedia applications in special education: new opportunities for the developing of cognitive processes of children with intellectual disabilities. Multimedia Tools and Applications.
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Linda K. M. Veerman, Agnes M. Willemen, Suzanne D. M. Derks, Anjet A. J. Brouwer-van Dijken & Paula S. Sterkenburg. (2023) The effectiveness of the serious game “Broodles” for siblings of children with intellectual disabilities and/or visual impairment: study protocol for a randomized controlled trial. Trials 24:1.
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Sofia J. Hadjileontiadou, Sofia B. Dias & Leontios J. Hadjileontiadis. (2022) 2D-ME: A conceptual framework for explaining self-first and self-third person views of prototyping dynamics in serious games design (Preprint). JMIR Serious Games.
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Amir Asgari. (2021) Impact Assessment as a new horizon for assessing the game's intervention: A framework for the impact assessment of educational games. Impact Assessment as a new horizon for assessing the game's intervention: A framework for the impact assessment of educational games.