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Motivation and benefits of digital games for the elderly: a systematic literature review
16 references·5 citing·50 second hopsampled
Motivation and benefits of digital games for the elderly: a systematic literature review (2015)Motivation and benefits of digital games …Individual differences in response to cognitive training: Using a multi-modal, attentionally demanding game-based intervention for older adults (2012)Individual differences in res…Game Design for Older Adults: Effects of Age-Related Changes on Structural Elements of Digital Games (2012)Game Design for Older Adults:…Full-body motion-based game interaction for older adults (2012)Full-body motion-based game i…Designing tablet-based games for seniors (2012)Designing tablet-based games …Mobile applications in an aging society: Status and trends (2011)Mobile applications in an agi…Exergames For Elderly: Social exergames to persuade seniors to increase physical activity (2011)Exergames For Elderly: Social…Engagement in digital entertainment games: A systematic review (2011)Engagement in digital enterta…Designing and evaluating digital games for frail elderly persons (2011)Designing and evaluating digi…Investigating narrative in mobile games for seniors (2010)Investigating narrative in mo…Exergame design for elderly users (2010)Exergame design for elderly u…Designing meaningful play within the psycho-social context of older adults (2010)Designing meaningful play wit…Senior gamers: Preferences, motivations and needs (2009)Senior gamers: Preferences, m…HERMES: Pervasive Computing and Cognitive Training for Ageing Well (2009)HERMES: Pervasive Computing a…Walk 2 Win: Towards Designing a Mobile Game for Elderly’s Social Engagement (2008)Walk 2 Win: Towards Designing…Designing and evaluating the tabletop game experience for senior citizens (2008)Designing and evaluating the …Digital game design for elderly users (2007)Digital game design for elder…Serious games to cognitively stimulate older adults (2020)Serious games to cognitively …The Role of Drones in Ambient Assisted Living Systems for the Elderly (2019)The Role of Drones in Ambient…Benefits of Digital Gameplay for Older Adults: Does Game Type Make a Difference? (2019)Benefits of Digital Gameplay …Exploring Older Adults’ Video Game Use in the PRISM Computer System (2018)Exploring Older Adults’ Video…Impact of Serious Games on Health and Well-being of Elderly: A Systematic Review (2017)Impact of Serious Games on He…Older adults' use of information and communications technology in everyday life (2003)What and When of Cognitive Aging (2004)Can training in a real-time strategy video game attenuate cognitive decline in older adults? (2008)Effects of cognitive control training on the dynamics of (mal)adaptive emotion regulation in daily life. (2016)Improving high school students' executive functions through digital game play (2017)Differential effects of cognitive training modules in healthy aging and mild cognitive impairment: A comprehensive meta-analysis of randomized controlled trials. (2020)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)Social Support and “Playing Around” (2015)Why do people play games? A meta-analysis (2017)The Quality of Life (1993)Personal Computing Acceptance Factors in Small Firms: A Structural Equation Model1 (1997)User Acceptance of Information Technology: Toward A Unified View1 (2003)Tourism and the smartphone app: capabilities, emerging practice and scope in the travel domain (2012)Personal and other factors affecting acceptance of smartphone technology by older Chinese adults (2015)Effects of digital engagement on the quality of life of older people (2016)Intrinsic Motivation and Self-Determination in Human Behavior (1988)Perceived Usefulness, Perceived Ease of Use, and User Acceptance of Information Technology (1989)Flow: the psychology of optimal experience (1990)Value Creation in the Video Game Industry: Industry Economics, Consumer Benefits, and Research Opportunities (2013)A systematic review of quantitative studies on the enjoyment of digital entertainment games (2014)Video Games for Well-Being: A Systematic Review on the Application of Computer Games for Cognitive and Emotional Training in the Adult Population (2018)Design, Implementation, and Wide Pilot Deployment of FitForAll: An Easy to use Exergaming Platform Improving Physical Fitness and Life Quality of Senior Citizens (2014)Handbook of Aging and the Social Sciences (2016)Handbook of the Psychology of Aging (2016)When we talk about older people in HCI, who are we talking about? Towards a ‘turn to community’ in the design of technologies for a growing ageing population (2017)Game Design Workshop (2008)Fundamentals of game design (2010)Systematic Review and Validation of the Game Experience Questionnaire (GEQ) - Implications for Citation and Reporting Practice (2018)A systematic review of gamification techniques applied to elderly care (2020)Development and validation of brief measures of positive and negative affect: The PANAS scales. (1988)Development and validation of brief measures of positive and negative affect: The PANAS scales. (1988)Usability and acceptability of balance exergames in older adults: A scoping review (2015)Acceptance of Virtual Reality Exergames Among Chinese Older Adults (2022)World Population Prospects The 2006 Revision (2007)Playing Video Games : Motives, Responses, and Consequences (2012)Video Games as a Means to Reduce Age-Related Cognitive Decline: Attitudes, Compliance, and Effectiveness (2013)Brain training with non-action video games enhances aspects of cognition in older adults: a randomized controlled trial (2014)The Discovery of Grounded Theory: Strategies for Qualitative Research. (1968)Qualitative evaluation and research methods (1990)Rules of Play: Game Design Fundamentals (2003)Parental acceptance of digital game-based learning (2011)Mobile game design for the elderly: A study with focus on the motivation to play (2015)Investigating gameplay intention of the elderly using an Extended Technology Acceptance Model (ETAM) (2016)A Theory of Social Comparison Processes (1954)Fish’n’Steps: Encouraging Physical Activity with an Interactive Computer Game (2006)Games for a better life (2009)Motivational Determinants of Exergame Participation for Older People in Assisted Living Facilities: Mixed-Methods Study (2017)User-Centered Design of Serious Games for Older Adults Following 3 Years of Experience With Exergames for Seniors: A Study Design (2017)
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References

  • 2011Engagement in digital entertainment games: A systematic review631 cited
  • 2007Digital game design for elderly users536 cited
  • 2012Full-body motion-based game interaction for older adults311 cited
  • 2011Mobile applications in an aging society: Status and trends285 cited
  • 2009Senior gamers: Preferences, motivations and needs158 cited
  • 2011Exergames For Elderly: Social exergames to persuade seniors to increase physical activity151 cited
  • 2010Exergame design for elderly users146 cited
  • 2012Individual differences in response to cognitive training: Using a multi-modal, attentionally demanding game-based intervention for older adults145 cited
  • 2011Designing and evaluating digital games for frail elderly persons133 cited
  • 2010Designing meaningful play within the psycho-social context of older adults133 cited
  • 2012Game Design for Older Adults: Effects of Age-Related Changes on Structural Elements of Digital Games85 cited
  • 2012Designing tablet-based games for seniors74 cited
  • 2008Designing and evaluating the tabletop game experience for senior citizens68 cited
  • 2008Walk 2 Win: Towards Designing a Mobile Game for Elderly’s Social Engagement49 cited
  • 2010Investigating narrative in mobile games for seniors

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40 cited
  • 2009HERMES: Pervasive Computing and Cognitive Training for Ageing Well36 cited
  • Cited by

    • 2017Impact of Serious Games on Health and Well-being of Elderly: A Systematic Review53 cited
    • 2019The Role of Drones in Ambient Assisted Living Systems for the Elderly19 cited
    • 2018Exploring Older Adults’ Video Game Use in the PRISM Computer System17 cited
    • 2020Serious games to cognitively stimulate older adults16 cited
    • 2019Benefits of Digital Gameplay for Older Adults: Does Game Type Make a Difference?14 cited