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Design lessons from mainstream motion-based games for exergames for older adults
14 references·0 citing·45 second hop
Design lessons from mainstream motion-based games for exergames for older adults (2014)Design lessons from mainstream motion-bas…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…A systematic literature review of empirical evidence on computer games and serious games (2012)A systematic literature revie…Evaluating gesture-based games with older adults on a large screen display (2011)Evaluating gesture-based game…Designing and evaluating digital games for frail elderly persons (2011)Designing and evaluating digi…Serious games for rehabilitation: A survey and a classification towards a taxonomy (2010)Serious games for rehabilitat…Serious games for health (2010)Serious games for healthExergame design for elderly users (2010)Exergame design for elderly u…Designing intergenerational play via enactive interaction, competition and acceleration (2010)Designing intergenerational p…Exergame development using the dual flow model (2009)Exergame development using th…Flow in games (and everything else) (2007)Flow in games (and everything…Digital game design for elderly users (2007)Digital game design for elder…D3.3 : Game Experience Questionnaire:development of a self-report measure to assess the psychological impact of digital games (2007)D3.3 : Game Experience Questi…Computer Games for the Frail Elderly (1983)Computer Games for the Frail …Serious Games: Games That Educate, Train, and Inform (2005)Serious Games : An Overview (2007)Serious games for health (2013)Serious games for rehabilitation: Gestural interaction in personalized gamified exercises through a recommender system (2019)The Purpose of Play (2021)Considerations for the design of exergames (2007)Playing for Real (2008)Exploring the potential of computer and video games for health and physical education: A literature review (2009)Personalized and Adaptive Serious Games (2016)How Gamification Affects Physical Activity (2017)Developing Theory-Driven, Evidence-Based Serious Games for Health: Framework Based on Research Community Insights (2019)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)Aging and Mental Health: Positive Psychosocial Approaches (1974)Video game violence (1998)Beyond Self-Selection in Video Game Play: An Experimental Examination of the Consequences of Massively Multiplayer Online Role-Playing Game Play (2007)Flow: the psychology of optimal experience (1990)GameFlow (2005)The Scientific Research Potential of Virtual Worlds (2007)EGameFlow: A scale to measure learners’ enjoyment of e-learning games (2008)Gamification in Science Education. A Systematic Review of the Literature (2021)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)Games, Motivation, and Learning: A Research and Practice Model (2002)Why do people play on-line games? An extended TAM with social influences and flow experience (2003)Enjoyment: At the Heart of Media Entertainment (2004)Gamifying learning experiences: Practical implications and outcomes (2013)Challenging games help students learn: An empirical study on engagement, flow and immersion in game-based learning (2015)Handbook of Self-Regulation of Learning and Performance (2017)Measuring the experience of digital game enjoyment (2008)Shared Fun Is Doubled Fun: Player Enjoyment as a Function of Social Setting (2008)More than a feeling: Measurement of sonic user experience and psychophysiology in a first-person shooter game (2010)
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References

  • 2012A systematic literature review of empirical evidence on computer games and serious games2,890 cited
  • 2007Flow in games (and everything else)1,013 cited
  • 2007Digital game design for elderly users536 cited
  • 2010Serious games for rehabilitation: A survey and a classification towards a taxonomy331 cited
  • 2012Full-body motion-based game interaction for older adults311 cited
  • 2007D3.3 : Game Experience Questionnaire:development of a self-report measure to assess the psychological impact of digital games265 cited
  • 2010Serious games for health200 cited
  • 2010Exergame design for elderly users146 cited
  • 1983Computer Games for the Frail Elderly142 cited
  • 2011Designing and evaluating digital games for frail elderly persons133 cited
  • 2012Game Design for Older Adults: Effects of Age-Related Changes on Structural Elements of Digital Games85 cited
  • 2009Exergame development using the dual flow model78 cited
  • 2010Designing intergenerational play via enactive interaction, competition and acceleration56 cited
  • 2011Evaluating gesture-based games with older adults on a large screen display33 cited

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