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Designing meaningful intergenerational digital games
16 references·4 citing·39 second hop
Designing meaningful intergenerational digital games (2014)Designing meaningful intergenerational di…Handbook of the Psychology of Aging (2016)Handbook of the Psychology of…Never Too Old to Play: The Appeal of Digital Games to an Older Audience (2010)Never Too Old to Play: The Ap…Senior gamers: Preferences, motivations and needs (2009)Senior gamers: Preferences, m…Digital game design for elderly users (2007)Digital game design for elder…"It is always a lot of fun!" (2007)"It is always a lot of fun!"Video Game Uses and Gratifications as Predicators of Use and Game Preference. (2006)Video Game Uses and Gratifica…The Motivational Pull of Video Games: A Self-Determination Theory Approach (2006)The Motivational Pull of Vide…Online computer gaming: a comparison of adolescent and adult gamers (2003)Online computer gaming: a com…Explaining the enjoyment of playing video games: the role of competition (2003)Explaining the enjoyment of p…Communication, technology and aging : opportunities and challenges for the future (2001)Communication, technology and…Implications of perceptual deterioration for cognitive aging research. (2000)Implications of perceptual de…Aging, Motor Control, and the Performance of Computer Mouse Tasks (1999)Aging, Motor Control, and the…Gerontechnology. A sustainable investment in the future. (1998)Gerontechnology. A sustainabl…User Representations: Practices, Methods and Sociology (1995)User Representations: Practic…The handbook of aging and cognition (1992)The handbook of aging and cog…What makes things fun to learn? heuristics for designing instructional computer games (1980)What makes things fun to lear…Family Conflicts and Technology Use: The Voices of Grandmothers (2020)Family Conflicts and Technolo…Impact of Intergenerational Play on Young People’s Perceptions Towards Old Adults (2019)Impact of Intergenerational P…Gen X and Digital Games: Looking Back to Look Forward (2018)Gen X and Digital Games: Look…Exploring Older Adults’ Video Game Use in the PRISM Computer System (2018)Exploring Older Adults’ Video…Toward a Theory of Intrinsically Motivating Instruction* (1981)Toward a Self-Evaluation Maintenance Model of Social Behavior (1988)Self-Efficacy: The Exercise of Control (1999)Appeal of Playing Online First Person Shooter Games (2007)Effectance and Control as Determinants of Video Game Enjoyment (2007)The Psychology of Esports: A Systematic Literature Review (2018)Effects of Violent Video Games on Aggressive Behavior, Aggressive Cognition, Aggressive Affect, Physiological Arousal, and Prosocial Behavior: A Meta-Analytic Review of the Scientific Literature (2001)Breaking the Stereotype: The Case of Online Gaming (2003)The Role of Context in Online Gaming Excess and Addiction: Some Case Study Evidence (2009)Smartphone addiction among university students in the light of some variables (2016)Intrinsic Motivation and Self-Determination in Human Behavior (1985)Self-determination theory and the facilitation of intrinsic motivation, social development, and well-being. (2000)The "What" and "Why" of Goal Pursuits: Human Needs and the Self-Determination of Behavior (2000)A Motivational Model of Video Game Engagement (2010)The benefits of playing video games. (2013)Integrating psychological and neurobiological considerations regarding the development and maintenance of specific Internet-use disorders: An Interaction of Person-Affect-Cognition-Execution (I-PACE) model (2016)Motivational processes affecting learning. (1986)Designing for Older Adults (2004)Factors predicting the use of technology: Findings from the center for research and education on aging and technology enhancement (create). (2006)Full-body motion-based game interaction for older adults (2012)Social Support and “Playing Around” (2015)Why do people play games? A meta-analysis (2017)Aging Gracefully: Compensatory Brain Activity in High-Performing Older Adults (2002)Aging and motivated cognition: the positivity effect in attention and memory (2005)Psychological Predictors of Problem Mobile Phone Use (2005)Theoretical propositions of life-span developmental psychology: On the dynamics between growth and decline. (1987)Happiness is everything, or is it? Explorations on the meaning of psychological well-being. (1989)The processing-speed theory of adult age differences in cognition. (1996)Successful implementation of user-centered game based learning in higher education: An example from civil engineering (2006)Motivating Children to Learn Effectively: Exploring the Value of Intrinsic Integration in Educational Games (2011)The wear out effect of a game-based student response system (2014)The Wrong Trousers? Beyond the Design Fallacy: Social Learning and the User (2005)The Assemblage of Play (2009)Renewable Energy and Sociotechnical Change: Imagined Subjectivities of ‘the Public’ and Their Implications (2010)Looking for Gender: Gender Roles and Behaviors Among Online Gamers (2009)Value Creation in the Video Game Industry: Industry Economics, Consumer Benefits, and Research Opportunities (2013)Changes in memory processing with age (2000)Brain plasticity and functional losses in the aged: scientific bases for a novel intervention (2006)A Cognitive Training Program Based on Principles of Brain Plasticity: Results from the Improvement in Memory with Plasticity‐based Adaptive Cognitive Training (IMPACT) Study (2009)
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References

  • 2016Handbook of the Psychology of Aging3,394 cited
  • 2006The Motivational Pull of Video Games: A Self-Determination Theory Approach3,328 cited
  • 1992The handbook of aging and cognition2,046 cited
  • 1980What makes things fun to learn? heuristics for designing instructional computer games758 cited
  • 2007Digital game design for elderly users536 cited
  • 2003Online computer gaming: a comparison of adolescent and adult gamers504 cited
  • 2003Explaining the enjoyment of playing video games: the role of competition466 cited
  • 2006Video Game Uses and Gratifications as Predicators of Use and Game Preference.388 cited
  • 2000Implications of perceptual deterioration for cognitive aging research.374 cited
  • 1995User Representations: Practices, Methods and Sociology340 cited
  • 1999Aging, Motor Control, and the Performance of Computer Mouse Tasks259 cited
  • 2007"It is always a lot of fun!"242 cited
  • 2010Never Too Old to Play: The Appeal of Digital Games to an Older Audience235 cited
  • 2009Senior gamers: Preferences, motivations and needs158 cited
  • 1998Gerontechnology. A sustainable investment in the future.150 cited

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2001
Communication, technology and aging : opportunities and challenges for the future
129 cited

Cited by

  • 2020Family Conflicts and Technology Use: The Voices of Grandmothers27 cited
  • 2018Gen X and Digital Games: Looking Back to Look Forward18 cited
  • 2018Exploring Older Adults’ Video Game Use in the PRISM Computer System17 cited
  • 2019Impact of Intergenerational Play on Young People’s Perceptions Towards Old Adults0 cited