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Older adults as 21st century game designers
16 references·8 citing·42 second hop
Older adults as 21st century game designers (2012)Older adults as 21st century game designe…World Population Prospects (2012)World Population ProspectsSenior gamers: Preferences, motivations and needs (2009)Senior gamers: Preferences, m…The effects of video game playing on attention, memory, and executive control (2008)The effects of video game pla…Meaningful Play in Elderly Life (2008)Meaningful Play in Elderly Li…Can training in a real-time strategy video game attenuate cognitive decline in older adults? (2008)Can training in a real-time s…Age invaders: social and physical inter-generational mixed reality family entertainment (2008)Age invaders: social and phys…Digital game design for elderly users (2007)Digital game design for elder…Genre and game studies: Toward a critical approach to video game genres (2006)Genre and game studies: Towar…Factors predicting the use of technology: Findings from the center for research and education on aging and technology enhancement (create). (2006)Factors predicting the use of…Computer self-efficacy and anxiety scales for an Internet sample: testing measurement equivalence of existing measures and development of new scales (2003)Computer self-efficacy and an…Challenges of the Third Age: Meaning and Purpose in Later Life (2002)Challenges of the Third Age: …VIDEO GAMES AND THE ELDERLY (1997)VIDEO GAMES AND THE ELDERLYWorld population prospects (1991)World population prospectsComputer games for the elderly (1990)Computer games for the elderlyThe Effects of Videogame Playing on the Response Selection Processing of Elderly Adults (1987)The Effects of Videogame Play…Computers in the human services (1979)Computers in the human servic…COVID-19 and the secret virtual assistants: the social weapons for a state of emergency (2020)COVID-19 and the secret virtu…A Case Study on Co-designing Digital Games with Older Adults and Children: Game Elements, Assets, and Challenges (2020)A Case Study on Co-designing …Millennials and ICT—Findings from the Technology 4 Young Adults (T4YA) Project: An Exploratory Study (2019)Millennials and ICT—Findings …Gen X and Digital Games: Looking Back to Look Forward (2018)Gen X and Digital Games: Look…Factors Influencing the Adoption of Video Games in Late Adulthood (2016)Factors Influencing the Adopt…Ageing and Technology (2016)Ageing and TechnologyOn the Conceptualization, Design, and Evaluation of Appealing, Meaningful, and Playable Digital Games for Older People (2015)On the Conceptualization, Des…Designing games for older adults: an affordance based approach (2014)Designing games for older adu…Motivational processes affecting learning. 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References

  • 2006Factors predicting the use of technology: Findings from the center for research and education on aging and technology enhancement (create).2,100 cited
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  • 2008Can training in a real-time strategy video game attenuate cognitive decline in older adults?853 cited
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  • 2006Genre and game studies: Toward a critical approach to video game genres517 cited
  • 2003Computer self-efficacy and anxiety scales for an Internet sample: testing measurement equivalence of existing measures and development of new scales255 cited
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  • 1987The Effects of Videogame Playing on the Response Selection Processing of Elderly Adults186 cited
  • 2009Senior gamers: Preferences, motivations and needs158 cited
  • 2002Challenges of the Third Age: Meaning and Purpose in Later Life143 cited
  • 1979Computers in the human services142 cited
  • 1990Computer games for the elderly97 cited
  • 2008Age invaders: social and physical inter-generational mixed reality family entertainment

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87 cited
  • 2008Meaningful Play in Elderly Life62 cited
  • Cited by

    • 2015On the Conceptualization, Design, and Evaluation of Appealing, Meaningful, and Playable Digital Games for Older People41 cited
    • 2020A Case Study on Co-designing Digital Games with Older Adults and Children: Game Elements, Assets, and Challenges40 cited
    • 2020COVID-19 and the secret virtual assistants: the social weapons for a state of emergency23 cited
    • 2019Millennials and ICT—Findings from the Technology 4 Young Adults (T4YA) Project: An Exploratory Study22 cited
    • 2018Gen X and Digital Games: Looking Back to Look Forward18 cited
    • 2016Ageing and Technology17 cited
    • 2016Factors Influencing the Adoption of Video Games in Late Adulthood15 cited
    • 2014Designing games for older adults: an affordance based approach13 cited