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Lessons learned: Staff perceptions of the Nintendo Wii as a health promotion tool within an aged-care and disability service
9 references·2 citing·38 second hop
Lessons learned: Staff perceptions of the Nintendo Wii as a health promotion tool within an aged-care and disability service (2010)Lessons learned: Staff perceptions of the…Can training in a real-time strategy video game attenuate cognitive decline in older adults? (2008)Can training in a real-time s…World Population Prospects The 2006 Revision (2007)World Population Prospects Th…Training and Maintaining Memory Abilities in Healthy Older Adults: Traditional and Novel Approaches (2007)Training and Maintaining Memo…Computer use has no demonstrated impact on the well-being of older adults (2006)Computer use has no demonstra…Three Approaches to Qualitative Content Analysis (2005)Three Approaches to Qualitati…VIDEO GAMES AND THE ELDERLY (1997)VIDEO GAMES AND THE ELDERLYThe Effects of Videogame Playing on the Response Selection Processing of Elderly Adults (1987)The Effects of Videogame Play…Content Analysis: An Introduction to its Methodology. (1984)Content Analysis: An Introduc…Computer Games for the Frail Elderly (1983)Computer Games for the Frail …Elderly people’s perceptions of using Wii sports bowling – A qualitative study (2016)Elderly people’s perceptions …Report of audit of disability research in Australia (2014)Report of audit of disability…A randomized controlled trial of the psychosocial impact of providing internet training and access to older adults (2002)Older adults' use of information and communications technology in everyday life (2003)Designing for Older Adults (2004)Ageing and Technology: A Review of the Research Literature (2009)Internet Use and Psychological Well-being: A Meta-Analysis (2010)Information and Communication Technology Use Is Related to Higher Well-Being Among the Oldest-Old (2016)Aging and Mental Health: Positive Psychosocial Approaches (1974)Video game violence (1998)Designing and evaluating digital games for frail elderly persons (2011)Qualitative research and evaluation methods (1980)Naturalistic inquiry (1985)Qualitative Data Analysis: An Expanded Sourcebook (1994)Scoping studies: advancing the methodology (2010)Using the framework method for the analysis of qualitative data in multi-disciplinary health research (2013)Is working memory capacity task dependent? (1989)The handbook of aging and cognition (1992)The processing-speed theory of adult age differences in cognition. (1996)A theoretical framework for the study of adult cognitive plasticity. (2010)Short- and long-term benefits of cognitive training (2011)Improving memory performance in the aged through mnemonic training: A meta-analytic study. (1992)New visions of the aging mind and brain (2002)Computer and Internet Use in the United States: 2003 (2005)Far transfer in cognitive training of older adults (2009)Memory training interventions for older adults: A meta-analysis (2012)Video Games for Well-Being: A Systematic Review on the Application of Computer Games for Cognitive and Emotional Training in the Adult Population (2018)Qualitative content analysis in nursing research: concepts, procedures and measures to achieve trustworthiness (2003)The qualitative content analysis process (2008)The Factors Affecting Older Adults’ Intention toward Ongoing Participation in Virtual Reality Leisure Activities (2019)The Continuous Intention of Older Adult in Virtual Reality Leisure Activities: Combining Sports Commitment Model and Theory of Planned Behavior (2020)A Bowling Exergame to Improve Functional Capacity in Older Adults: Co-Design, Development, and Testing to Compare the Progress of Playing Alone Versus Playing With Peers (2021)Beyond Self-Selection in Video Game Play: An Experimental Examination of the Consequences of Massively Multiplayer Online Role-Playing Game Play (2007)Brain Training Game Improves Executive Functions and Processing Speed in the Elderly: A Randomized Controlled Trial (2012)Effects of video-game play on information processing: A meta-analytic investigation (2013)Exercising your brain: A review of human brain plasticity and training-induced learning. (2008)Aging, Training, and the Brain: A Review and Future Directions (2009)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

  • 2005Three Approaches to Qualitative Content Analysis44,511 cited
  • 1984Content Analysis: An Introduction to its Methodology.24,312 cited
  • 2007World Population Prospects The 2006 Revision7,865 cited
  • 2008Can training in a real-time strategy video game attenuate cognitive decline in older adults?853 cited
  • 2006Computer use has no demonstrated impact on the well-being of older adults254 cited
  • 2007Training and Maintaining Memory Abilities in Healthy Older Adults: Traditional and Novel Approaches242 cited
  • 1997VIDEO GAMES AND THE ELDERLY200 cited
  • 1987The Effects of Videogame Playing on the Response Selection Processing of Elderly Adults186 cited
  • 1983Computer Games for the Frail Elderly142 cited

Cited by

  • 2016Elderly people’s perceptions of using Wii sports bowling – A qualitative study33 cited
  • 2014Report of audit of disability research in Australia17 cited

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