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Meaningful Play in Elderly Life
7 references·16 citing·41 second hop
Meaningful Play in Elderly Life (2008)Meaningful Play in Elderly LifeDigital Game-Based Learning (2020)Digital Game-Based LearningWhat Video Games Have to Teach Us about Learning and Literacy (2004)What Video Games Have to Teac…Rules of Play: Game Design Fundamentals (2003)Rules of Play: Game Design Fu…Development Through the Lifespan (1997)Development Through the Lifes…Flow: the psychology of optimal experience (1990)Flow: the psychology of optim…What Makes Things Fun to Learn? A Study of Intrinsically Motivating Computer Games. (1981)What Makes Things Fun to Lear…Uses and Gratifications Research (1973)Uses and Gratifications Resea…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 …Setting Up and Conducting the Co-design of an Intergenerational Digital Game: A State-of-the-Art Literature Review (2019)Setting Up and Conducting the…Exergames Designed for Older Adults: A Pilot Evaluation on Psychosocial Well-Being (2017)Exergames Designed for Older …Factors Influencing the Adoption of Video Games in Late Adulthood (2016)Factors Influencing the Adopt…Ubiquitous Computing at its best: Serious exercise games for older adults in ambient assisted living environments – a technology acceptance perspective (2015)Ubiquitous Computing at its b…Serious Games for Cognitive Training in Ambient Assisted Living Environments – A Technology Acceptance Perspective (2015)Serious Games for Cognitive T…Older people’s perceptions and experiences of a digital learning game (2014)Older people’s perceptions an…Interactive Physical Games: Improving Balance in Older Adults (2014)Interactive Physical Games: I…Designing meaningful intergenerational digital games (2014)Designing meaningful intergen…Increase Physical Fitness and Create Health Awareness through Exergames and Gamification (2013)Increase Physical Fitness and…Exergame Design Guidelines for Enhancing Elderly’s Physical and Social Activities (2013)Exergame Design Guidelines fo…Older adults as 21st century game designers (2012)Older adults as 21st century …Investigating the Suitability of Social Robots for the Wellbeing of the Elderly (2011)Investigating the Suitability…Exergaming for Elderly: Analyzing Player Experience and Performance (2011)Exergaming for Elderly: Analy…Never Too Old to Play: The Appeal of Digital Games to an Older Audience (2010)Never Too Old to Play: The Ap…Designing intergenerational play via enactive interaction, competition and acceleration (2010)Designing intergenerational p…Self-efficacy: Toward a unifying theory of behavioral change. 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(1994)A pedagogy of Multiliteracies Designing Social Futures (1996)The Motivational Pull of Video Games: A Self-Determination Theory Approach (2006)Gamifying learning experiences: Practical implications and outcomes (2013)Assessing the effects of gamification in the classroom: A longitudinal study on intrinsic motivation, social comparison, satisfaction, effort, and academic performance (2014)The uses of mass communications : current perspectives on gratifications research (1975)Uses and Gratifications Theory in the 21st Century (2000)Media Effects (2009)Exploring persistence in gaming: The role of self-determination and social identity (2014)To dwell among gamers: Investigating the relationship between social online game use and gaming-related friendships (2014)The Changing Face of Video Games and Video Gamers: Future Directions in the Scientific Study of Video Game Play and Cognitive Performance (2017)The game, the player, the world: looking for a heart of gameness (2003)Fundamental Components of the Gameplay Experience: Analysing Immersion (2005)Serious games and the gamification of tourism (2016)Microcomputers in education: Motivational and social issues. 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this work references cited by second hop

References

  • 1990Flow: the psychology of optimal experience12,637 cited
  • 2004What Video Games Have to Teach Us about Learning and Literacy6,673 cited
  • 2003Rules of Play: Game Design Fundamentals5,481 cited
  • 1973Uses and Gratifications Research4,002 cited
  • 2020Digital Game-Based Learning2,893 cited
  • 1997Development Through the Lifespan458 cited
  • 1981What Makes Things Fun to Learn? A Study of Intrinsically Motivating Computer Games.434 cited

Cited by

  • 2010Never Too Old to Play: The Appeal of Digital Games to an Older Audience235 cited
  • 2011Investigating the Suitability of Social Robots for the Wellbeing of the Elderly79 cited
  • 2013Increase Physical Fitness and Create Health Awareness through Exergames and Gamification76 cited
  • 2010Designing intergenerational play via enactive interaction, competition and acceleration56 cited
  • 2017Exergames Designed for Older Adults: A Pilot Evaluation on Psychosocial Well-Being51 cited
  • 2012Older adults as 21st century game designers43 cited
  • 2020A Case Study on Co-designing Digital Games with Older Adults and Children: Game Elements, Assets, and Challenges40 cited
  • 2019Setting Up and Conducting the Co-design of an Intergenerational Digital Game: A State-of-the-Art Literature Review

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36 cited
  • 2013Exergame Design Guidelines for Enhancing Elderly’s Physical and Social Activities31 cited
  • 2015Serious Games for Cognitive Training in Ambient Assisted Living Environments – A Technology Acceptance Perspective30 cited
  • 2014Designing meaningful intergenerational digital games29 cited
  • 2011Exergaming for Elderly: Analyzing Player Experience and Performance23 cited
  • 2015Ubiquitous Computing at its best: Serious exercise games for older adults in ambient assisted living environments – a technology acceptance perspective20 cited
  • 2014Older people’s perceptions and experiences of a digital learning game18 cited
  • 2016Factors Influencing the Adoption of Video Games in Late Adulthood15 cited
  • 2014Interactive Physical Games: Improving Balance in Older Adults13 cited