1. Alvarez, J., Djaouti, D.: Une taxinomie des serious games dédiés au secteur de la santé. Revue de l’Electricité et de l’Electronique, Société de l’Electricité, de l’Electronique et des Technologies de l’Information et de la Communication (SEE) 11, 91–102 (2008)
2. Benveniste, S., Jouvelot, P., Lecourt, E., Michel, R.: Designing wiimprovisation for mediation in group music therapy with children suffering from behavioral disorders. In: Proceedings of the 8th International Conference on Interaction Design and Children, IDC 2009, pp. 18–26. ACM, New York (2009)
3. Burke, J.W., McNeill, M.D.J., Charles, D.K., Morrow, P.J., Crosbie, J.H., McDonough, S.M.: Optimising engagement for stroke rehabilitation using serious games. Vis. Comput. 25, 1085–1099 (2009)
4. Burke, J.W., McNeill, M.D.J., Charles, D.K., Morrow, P.J., Crosbie, J.H., McDonough, S.M.: Augmented reality games for upper-limb stroke rehabilitation. In: Proceedings of the 2010 Second International Conference on Games and Virtual Worlds for Serious Applications, VS-GAMES 2010, pp. 75–78. IEEE Computer Society, Washington, DC (2010)
5. Csikszentmihalyi, M.: Flow: The Psychology of Optimal Experience. Harper Perennial (March 1991)