Narrating Routines through Game Dynamics: Impact of a Gamified Routine Management App for Autistic Individuals
Author:
Affiliation:
1. Department of Data Science, Hanyang University, Korea, Republic of
2. Department of Artificial Intelligence, Hanyang University, Korea, Republic of
3. Department of Industrial Design, KAIST, Korea, Republic of
Funder
Bio & Medical Technology Development Program of the National Research Foundation (NRF) & funded by the Korean government (MSIT)
nstitute of Information & communications Technology Planning & Evaluation (IITP) grant funded by the Korea government(MSIT)
Basic Science Research Program through the National Research Foundation of Korea(NRF) funded by the Ministry of Education
Publisher
ACM
Link
https://dl.acm.org/doi/pdf/10.1145/3613904.3642357
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3. American Psychiatric Association 2013. Diagnostic and Statistical Manual of Mental Disorders (DSM-5®). American Psychiatric Pub.
4. Autism Speaks. 2013. Strategic Plan for Science 2018 - 2020. https://bit.ly/2kwA7vX. Last accessed 05 September 2019.
5. Guilherme M Balbim, Isabela G Marques, David X Marquez, Darshilmukesh Patel, Lisa K Sharp, Spyros Kitsiou, and Sharmilee M Nyenhuis. 2021. Using Fitbit as an mHealth intervention tool to promote physical activity: potential challenges and solutions. JMIR mHealth and uHealth 9, 3 (2021), e25289.
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