Monique Simons

Monique Simons
Utrecht University | UU · Department of Human Geography and Spatial Planning

msc

About

34
Publications
11,434
Reads
How we measure 'reads'
A 'read' is counted each time someone views a publication summary (such as the title, abstract, and list of authors), clicks on a figure, or views or downloads the full-text. Learn more
759
Citations
Additional affiliations
January 2008 - April 2015
Vrije Universiteit Amsterdam
Position
  • Researcher

Publications

Publications (34)
Chapter
Full-text available
In our ageing society, health and social problems of older people are on the rise. A possible way to deal with these issues is to ensure older people remain actively engaged in society by stimulating social interaction with other generations, such as (grand) children. Playing intergenerational digital games could be a way to achieve this kind of so...
Technical Report
Full-text available
A growing body of research shows the positive effects of green open spaces on people’s health and well-being. However, there is still limited knowledge among local stakeholders, urban designers, and policy makers about how to plan, develop and maintain urban green and blue infrastructures to purposefully design more health and fitness into people’s...
Article
Objective: The aim of this study was to investigate which narrative elements of digital game narratives are preferred by the general adolescent population, and to examine associations with gender, socioeconomic status (SES), and gameplay frequency. Further, the study aims to discuss how results can be translated to serious digital games. Materials...
Preprint
Full-text available
Pre-published in Cogent Education. Objective: The aim of this study was to evaluate whether an ice-skating exergame can stimulate intercultural social interaction between refugees and Dutch children in controlled play sessions organized at elementary schools. Materials and Methods: We conducted an exploratory qualitative study based on observati...
Article
Full-text available
The aim of this study was to evaluate whether an ice-skating exergame can stimulate intercultural social interaction between refugees and Dutch children in controlled play sessions organized at elementary schools. We conducted an exploratory qualitative study based on observations of exergame play sessions and structured interviews conducted after...
Article
Over vluchtelingen wordt door de pers vaak negatief bericht. Vluchtelingen komen slechts zelden zelf aan het woord. Er wordt vaak over en niet met hen gepraat. Om te laten zien dat dit ook anders kan, is het project ‘schaatsen in de klas over de grenzen van talen en culturen heen’ uitgevoerd. 58 Nederlandse en vluchtelingenkinderen van 7 tot 12 jaa...
Article
Full-text available
The main purpose of this paper is to review the benefits and factors to be taken into consideration for the design of intergenerational digital games. We conducted a systematic in Scopus, Web of Science, PsicInfo, Pubmed and Science Direct, finally including 16 empirical studies written in English. The identified benefits were found to fall into fo...
Article
Full-text available
Background: Active video games may contribute to reducing time spent in sedentary activities, increasing physical activity and preventing excessive weight gain in adolescents. Active video gaming can, however, only be beneficial for weight management when it replaces sedentary activities and not other physical activity, and when it is not associat...
Article
Full-text available
Videogames for health (G4H) offer exciting, innovative, potentially highly effective methods for increasing knowledge, delivering persuasive messages, changing behaviors, and influencing health outcomes. Although early outcome results are promising, additional research is needed to determine the game design and behavior change procedures that best...
Article
Full-text available
The aim of the current study was to evaluate the effects of and adherence to an active video game promotion intervention on anthropometrics, sedentary screen time and consumption of sugar-sweetened beverages and snacks among non-active video gaming adolescents who primarily were of healthy weight. We assigned 270 gaming (i.e. ≥2 hours/week non-acti...
Article
Full-text available
Background Playing video games contributes substantially to sedentary behavior in youth. A new generation of video games—active games—seems to be a promising alternative to sedentary games to promote physical activity and reduce sedentary behavior. At this time, little is known about correlates of active and non-active gaming among adolescents. Obj...
Article
Although exergames have been demonstrated to induce moderate levels of physical activity (PA) if played as designed, there is conflicting evidence on use of exergaming leading to increased habitual PA. Exergames have increased PA in some home and school studies, but not others. Exergames have been used in community centers to good effect, but this...
Article
Full-text available
Background: Excessive body weight, low physical activity and excessive sedentary time in youth are major public health concerns. A new generation of video games, the ones that require physical activity to play the games--i.e. active games--may be a promising alternative to traditional non-active games to promote physical activity and reduce sedent...
Article
Full-text available
The purpose of this study was to assess the energy expenditure (EE) experienced by children when playing six active video games, which can be used in a home environment and in a public setting (e.g. game center), and to evaluate whether the intensity of playing these games can meet the threshold for moderate-intensity physical activity, which is se...
Article
Background: Playing video games contributes substantially to sedentary behavior in youth. A new generation of video games—active games—seems to be a promising alternative to sedentary games to promote physical activity and reduce sedentary behavior. At this time, little is known about correlates of active and non-active gaming among adolescents. Ob...
Article
Objective: This study examined the use of an active gaming program in a pre-vocational school over a 1-year period. Subjects and Methods: Three hundred students (mean age, 13.3 years; range, 12–18 years) were invited to participate and exposed to the active game program called E-sportszone, in which they could participate during the school day and...
Article
The aim of study was to determine prevalence and identify demographic correlates of active and non-active gaming among adolescents. Cross-sectional. A survey, assessing game behavior and correlates, was conducted among adolescents (12-16 years, n=373), recruited via schools. Multivariable logistic regression analyses were conducted to examine demog...
Article
Videogames in general have been maligned for causing obesity because of their inherent sedentariness, whereas exergames have been both maligned for requiring low levels of activity and extolled for requiring physical activity to move game play along. The intensity and duration of physical activity resulting from exergame play have shown varying res...
Article
Objective: To inform child obesity prevention programs, the current article identified what children thought were the most important goals, values, and perceived barriers related to healthy eating and physical activity (PA) within a serious videogame for health, “Escape from Diab” (Archimage Inc., Houston, TX). Subjects and Methods: One hundred th...
Article
Full-text available
Active video games that require whole body movement to play the game may be an innovative health promotion tool to substitute sedentary pastime with more active time and may therefore contribute to children's health. To inform strategies aimed at reducing sedentary behavior by replacing non-active by active gaming, opinions about active and non-act...
Article
Full-text available
Background: Adequate levels of physical activity are part of a healthy lifestyle and in this way linked to better health outcomes. For children and adolescents, the physical activity guideline recommends at least 60 minutes of moderate-to-vigorous physical activity every day. However, many adolescents are not physically active enough and they spen...
Article
Full-text available
Active games require whole-body movement and may be an innovative tool to substitute sedentary pastime with more active time and may therefore contribute to adolescents' health. To inform strategies aimed at reducing sedentary behavior by replacing non-active with active gaming, perceptions and context of active and non-active gaming are explored....
Article
To study the association between commuter cycling and all-cause sickness absence, and the possible dose-response relationship between absenteeism and the distance, frequency and speed of commuter cycling. Cross-sectional data about cycling in 1236 Dutch employees were collected using a self-report questionnaire. Company absenteeism records were che...
Article
The purpose of this study was to assess the potential of the electrically assisted bicycle (EAB) as a novel tool for meeting the physical activity guidelines in terms of intensity. Twelve habitually active adult subjects were requested to cycle a track of 4.3 km at an intensity they would normally choose for commuter cycling, using three different...
Article
Aanleiding: Een bedrijf verhuist van een pand met een primitieve kantine en een aangename wandelomgeving naar een nieuw gebouw met een modern bedrijfsrestaurant en een minder aantrekkelijke wandelomgeving. In deze studie is het effect van deze omgevingsveranderingen op de mate waarin gewandeld wordt tijdens de lunch geobserveerd. Methoden: Het lunc...
Article
The goal of this study was to assess the effectiveness of a group-based interactive work style intervention in improving work style behavior. Computer workers with neck and upper limb symptoms were randomised into the work style group (WS, N = 152), the work style and physical activity group (WSPA, N = 156), or the usual care group (N = 158). Both...
Technical Report
Full-text available
In opdracht van de Gemeente Eindhoven heeft TNO onderzocht of enkele recent ontwikkelde computergames die aanzetten tot bewegen effectief kunnen zijn als vorm van bewegingsstimulering en/of voor het halen van de beweegnorm.
Article
Full-text available
TNO Kwaliteit van leven Inleiding Sinds 1996 meet TNO periodiek hoeveel bedrijven in Nederland structureel activiteiten ontplooien ter stimulering van bewegen op en rond het werk. In de periode 2003-2008 was een sterke stijging van activiteiten te zien. Gezien de huidige economische situatie was het extra interessant om in 2010 weer een nieuwe meti...

Network

Cited By

Projects

Projects (4)
Archived project
The use of web and mobile technologies for health promotion has attracted great interest from practitioners and academics alike. Indeed, there are application scenarios where mHealth tools demonstrate obvious benefits. Among others, the recent COVID-19 pandemic has led to a surge in the uptake of remote communication between patients/clients and their caregivers in quite acute settings. Still, getting end users to engage with other types of digital health tools remains challenging, especially in relation to long term engagement. This Special Issue aims to collect high-quality research on: Enabling technologies that lower the user burden, such as unobtrusive sensors and algorithms for monitoring (the determinants of) health behavior (e.g., dietary intake, physical activity, cognitive training) over time, in real life; this also includes analyzing environmental factors; Design process considerations, discussing how to interface with individual target users, group ambassadors, and external forces; similarly, how to organize multidisciplinary research teams (combining disciplines such as design research, data science, human geography, psychology, human computer interaction and industrial design); Empirical evaluations of the (long-term) effectiveness of digital health tool interventions as a whole and of the intervention components (e.g., gamification elements, behavior change techniques, design features, etc.). These topics relate to: Novel applications of beacons, GPS loggers, and emotion sensing tools; Applications using big data and artificial intelligence; The engineering of flexible health data and behavior change platforms; Context-aware interventions, such as adaptive Ecological Momentary Assessment (EMA); Just-in-time-adaptive interventions (JITAIs); Critical assessments of behavior change techniques, including but not limited to game-based and marketing-based methods; Personalizing mHealth interventions; Analysis of drop-out causes; Critical assessments of design processes and techniques like co-design; Health inequalities (e.g., addressing individuals and groups with a low socio-economic status, considering variance in mHealth literacy); Engagement of digital health tools. Regarding the research design, we welcome primarily: Innovative feasibility and pilot studies, Randomized controlled trials, Technical discussions of health data and behavior change platforms, Reports on expert meetings. Furthermore, we welcome a relative minority of more theoretical results, such as systematic literature reviews and scoping reviews. We highly welcome innovative study designs and approaches such as those relying on micro-randomization via multiphase optimization strategies (MOST) and sequential multiple assignment randomized trials (SMART).
Archived project
The aim of this study was to evaluate whether an ice-skating exergame can stimulate intercultural social interaction between refugees and Dutch children in controlled play sessions organized at elementary schools. We conducted an exploratory qualitative study based on observations of exergame play sessions and structured interviews conducted after the play sessions. A total of 58 children (7-12 years old), divided into 29 couples, each of which consisted of a refugee and a Dutch child, played the game at two Dutch elementary schools.
Archived project
The aim of this study was to evaluate whether an ice-skating exergame can stimulate intercultural social interaction between refugees and Dutch children in controlled play sessions organized at elementary schools