“…A transfer effect can be achieved in multiple ways including directly during gameplay, in the form of physical activity after the gameplay (Larsen, Schou, Lund, & Langberg, 2013), via medicine compliance (Kato, Cole, Bradlyn, & Pollock, 2008), or at a later stage such as in changes oriented at a healthy lifestyle (DeSmet et al., 2014). The Persuasive Game Design model has been applied for a number of transfer effects including increasing physical activity of dementia patients (Anderiesen, Sonneveld, Visch, & Goossens, 2015), increasing walking behavior of elderly in low socioeconomic neighborhoods (Visch, Mulder, Bos, & Prins, 2014), enhancing social interaction (Vegt, Visch, deRidder, & Vermeeren, 2015), enhancing burn-out therapy adherence (Zielhorst et al., 2015), and increasing communication between addiction therapy clients (Visch, 2013a) and dementia patients (Visch, 2013b). The core of Persuasive Game Design is to transport the users' experience from a real-world experience toward a motivating game-world experience in order to facilitate realization of the aimed-for transfer effects in the real world—see Figure 1 (Visch et al., 2013).…”