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Gamified Platform for Physical and Cognitive Rehabilitation.

, , , and . GALA, volume 9599 of Lecture Notes in Computer Science, page 336-341. Springer, (2015)

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Gamification of cognitive training: a crowdsourcing-inspired approach for older adults., , , and . Interacción, page 5. ACM, (2016)EMATIC: an inclusive educational application for tablets., , , , and . Interacción, page 94:1-94:8. ACM, (2014)Elements of Gameful Design Emerging from User Preferences., , and . CHI PLAY, page 129-142. ACM, (2017)Designing game-like activities to engage adult learners in higher education., , and . TEEM, page 755-762. ACM, (2016)Empirical validation of the Gamification User Types Hexad scale in English and Spanish., , , and . Int. J. Hum.-Comput. Stud., (2019)Gamification: a systematic review of design frameworks., , , and . J. Computing in Higher Education, 29 (3): 516-548 (2017)A Literature Review of Gamification Design Frameworks., , , and . VS-GAMES, page 1-8. IEEE Computer Society, (2015)Gamification in intelligent tutoring systems., , and . TEEM, page 221-225. ACM, (2014)FRAGGLE: A FRamework for AGile Gamification of Learning Experiences., , , and . GALA, volume 9599 of Lecture Notes in Computer Science, page 530-539. Springer, (2015)The quest for a better tailoring of gameful design: An analysis of player type preferences., , , , , and . Interacción, page 1:1-1:8. ACM, (2019)