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Age Invaders: Inter-generational Mixed Reality Family Game
3 references·10 citing·49 second hop
Age Invaders: Inter-generational Mixed Reality Family Game (2006)Age Invaders: Inter-generational Mixed Re…World Population Prospects The 2006 Revision (2007)World Population Prospects Th…Computer games for the elderly (1990)Computer games for the elderlyAttachment and Loss, Volume I: Attachment (1970)Attachment and Loss, Volume I…User Centered Design of an Augmented Reality Gaming Platform for Active Aging in Elderly Institutions (2017)User Centered Design of an Au…Gerontoludic Design (2017)Gerontoludic DesignPervasive gaming: Status, trends and design principles (2015)Pervasive gaming: Status, tre…Beyond Entertainment (2015)Beyond EntertainmentCustom-designed motion-based games for older adults: A review of literature in human-computer interaction (2014)Custom-designed motion-based …Older adults as 21st century game designers (2012)Older adults as 21st century …Senior-friendly technologies (2010)Senior-friendly technologiesPlaying for a Real Bonus: Videogames to Empower Elderly People (2008)Playing for a Real Bonus: Vid…A game a day keeps the doctor away: a short review of computer games in mental healthcare. (2008)A game a day keeps the doctor…Age Invaders: User Studies of Intergenerational Computer Entertainment (2007)Age Invaders: User Studies of…World population prospects (1991)Factors predicting the use of technology: Findings from the center for research and education on aging and technology enhancement (create). (2006)The effects of video game playing on attention, memory, and executive control (2008)Flow Experience of Older Adults Using the iStoppFalls Exergame (2015)On the Conceptualization, Design, and Evaluation of Appealing, Meaningful, and Playable Digital Games for Older People (2015)A Case Study on Co-designing Digital Games with Older Adults and Children: Game Elements, Assets, and Challenges (2020)Computer Games for the Frail Elderly (1983)The Effects of Videogame Playing on the Response Selection Processing of Elderly Adults (1987)Age invaders: social and physical inter-generational mixed reality family entertainment (2008)Principles for the wise use of computers by children (2009)Never Too Old to Play: The Appeal of Digital Games to an Older Audience (2010)Cognition, technology and games for the elderly: An introduction to ELDERGAMES Project (2006)Digital game design for elderly users (2007)Ambient Monitoring from an Elderly-Centred Design Perspective: What, Who and How (2011)Sympathetic devices (2013)Validating Mobile Phone Design Guidelines (2016)World Population Ageing 2015 (2017)Fish’n’Steps: Encouraging Physical Activity with an Interactive Computer Game (2006)Full-body motion-based game interaction for older adults (2012)Assistive Technology for Elderly People: State of the Art Review and Future Research Agenda (2022)When to Use Focus Groups and Why (1993)Motivations for Play in Online Games (2006)Playing Video Games : Motives, Responses, and Consequences (2012)Ageing Positively with Digital Games (2016)Play and Its Role in the Mental Development of the Child (1967)Serious Games: Games That Educate, Train, and Inform (2005)Persuasive games: the expressive power of videogames (2008)Game of gifts purchase: Computer-based training of executive functions for the elderly (2011)Personalized Health Care System with Virtual Reality Rehabilitation and Appropriate Information for Seniors (2012)How Effective are Serious Games for Promoting Mental Health and Health Behavioral Change in Children and Adolescents? A Systematic Review and Meta-analysis (2020)Attachment and Loss (1969)OBJECT RELATIONS, DEPENDENCY, AND ATTACHMENT: A THEORETICAL REVIEW OF THE INFANT-MOTHER RELATIONSHIP (1969)The Emanuel Miller Memorial Lecture 1992 The Theory and Practice of Resilience (1994)Attachment representations in mothers, fathers, adolescents, and clinical groups: A meta-analytic search for normative data. (1996)Social Baseline Theory: The Role of Social Proximity in Emotion and Economy of Action (2011)The CES-D Scale (1977)The Satisfaction With Life Scale (1985)A compendium of neuropsychological tests: administration, norms, and commentary (1991)Involving Older Adults in Designing Interactive Technology (2015)Benefits of Digital Gameplay for Older Adults: Does Game Type Make a Difference? (2019)GameFlow (2005)Game Design Workshop (2008)The dynamics of crowdfunding: An exploratory study (2013)Prime Example Ingress Reframing the Pervasive Game Design Framework (PGDF) (2017)Video Games and Outdoor Physical Activity for the Elderly: Applications of the HybridPLAY Technology (2018)User discomfort while using a virtual reality headset as a personal viewing system for text-intensive office tasks (2020)The Emergence of Lowest‐Low Fertility in Europe During the 1990s (2002)Geographic Variations in Health Care (2014)Understanding factors influencing the adoption of mHealth by the elderly: An extension of the UTAUT model (2017)
this work references cited by second hop

References

  • 2007World Population Prospects The 2006 Revision7,865 cited
  • 1970Attachment and Loss, Volume I: Attachment745 cited
  • 1990Computer games for the elderly97 cited

Cited by

  • 2015Beyond Entertainment116 cited
  • 2015Pervasive gaming: Status, trends and design principles85 cited
  • 2008A game a day keeps the doctor away: a short review of computer games in mental healthcare.73 cited
  • 2008Playing for a Real Bonus: Videogames to Empower Elderly People47 cited
  • 2012Older adults as 21st century game designers43 cited
  • 2014Custom-designed motion-based games for older adults: A review of literature in human-computer interaction38 cited
  • 2010Senior-friendly technologies29 cited
  • 2017User Centered Design of an Augmented Reality Gaming Platform for Active Aging in Elderly Institutions18 cited
  • 2007Age Invaders: User Studies of Intergenerational Computer Entertainment18 cited
  • 2017Gerontoludic Design17 cited

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