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1. The Design of a Persuasive Game to Motivate People with Asthma in Adherence to Their Maintenance Medication

2. Gamification in eHealth for Chronic Disease Self-Management in Youth: A Systematic Review.

3. Stroke patients' motivation for home-based upper extremity rehabilitation with eHealth tools.

4. Guide Development for eHealth Interventions Targeting People With a Low Socioeconomic Position: Participatory Design Approach.

5. An overview of facilitators and barriers in the development of eHealth interventions for people of low socioeconomic position: A Delphi study.

6. Developing a Digital Medication Adherence Intervention for and With Patients With Asthma and Low Health Literacy: Protocol for a Participatory Design Approach.

7. Games in Times of a Pandemic: Structured Overview of COVID-19 Serious Games.

8. The Barriers and Facilitators of eHealth-Based Lifestyle Intervention Programs for People With a Low Socioeconomic Status: Scoping Review.

9. Attitudes Toward Health, Healthcare, and eHealth of People With a Low Socioeconomic Status: A Community-Based Participatory Approach.

10. Genre scripts and appreciation of negative emotion in the reception of film.

11. Robust anger: recognition of deteriorated dynamic bodily emotion expressions.

12. Categorizing moving objects into film genres: the effect of animacy attribution, emotional response, and the deviation from non-fiction.

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