SZodixStudyAcademic Library
ShelvesOpen access
Study · an open academic library·Metadata from OpenAlex (CC0)·Shelves·OpenAlex metadata, de-duplicated
Interactive Physical Games: Improving Balance in Older Adults
9 references·0 citing·48 second hop
Interactive Physical Games: Improving Balance in Older Adults (2014)Interactive Physical Games: Improving Bal…Embodied play to learn: Exploring K inect‐facilitated memory performance (2013)Embodied play to learn: Explo…Full-body motion-based game interaction for older adults (2012)Full-body motion-based game i…Turning training into play: Embodied gaming, seniors, physical training and motivation (2011)Turning training into play: E…Serious Games to Improve the Physical Health of the Elderly: A Categorization Scheme (2011)Serious Games to Improve the …Evaluating affective usability experiences of an exergaming platform for seniors (2011)Evaluating affective usabilit…Effects of Playing Wii on Well-Being in the Elderly: Physical Activity, Loneliness, and Mood (2011)Effects of Playing Wii on Wel…Meaningful Play in Elderly Life (2008)Meaningful Play in Elderly Li…The Relationship Between Enjoyment and Affective Responses to Exercise (2007)The Relationship Between Enjo…Digital game design for elderly users (2007)Digital game design for elder…Flow: the psychology of optimal experience (1990)Rules of Play: Game Design Fundamentals (2003)What Video Games Have to Teach Us about Learning and Literacy (2004)Never Too Old to Play: The Appeal of Digital Games to an Older Audience (2010)Investigating the Suitability of Social Robots for the Wellbeing of the Elderly (2011)Increase Physical Fitness and Create Health Awareness through Exergames and Gamification (2013)InterViews: An introduction to qualitative research interviewing (1997)Qualitative Research in Health Care (2006)Designing and Conducting Mixed Methods Research (2007)“The Heart Game”: Using Gamification as Part of a Telerehabilitation Program for Heart Patients (2015)Design Strategies for Gamified Physical Activity Applications for Older Adults (2016)Moving Real Exergaming Engines on the Web: The webFitForAll Case Study in an Active and Healthy Ageing Living Lab Environment (2016)Analysis of self-efficacy theory of behavioral change (1977)Physical Activity Enjoyment Scale: Two Validation Studies (1991)The impact of aging on access to technology (2006)Social Media for the Promotion of Holistic Self-Participatory Care: An Evidence Based Approach (2013)Creativity and REsilience Through Arts, Technology and Emotions: A Pilot Study on the Feasibility and Validity of the CREATE Platform (2025)A power primer. (1992)Advances in sport and exercise psychology measurement (1998)Are we having fun yet? Testing the effects of imagery use on the affective and enjoyment responses to acute moderate exercise (2010)Social identification, exercise participation, and positive exercise experiences: Evidence from parkrun (2018)Enjoyment as a Predictor of Exercise Habit, Intention to Continue Exercising, and Exercise Frequency: The Intensity Traits Discrepancy Moderation Role (2022)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)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)The MOS 36-item short-form health survey (SF-36). I. Conceptual framework and item selection. (1992)Evaluation of the Effectiveness of Digital Technology Interventions to Reduce Loneliness in Older Adults: Systematic Review and Meta-analysis (2021)Interventions to reduce social isolation and loneliness during COVID-19 physical distancing measures: A rapid systematic review (2021)Digital Technologies for Health Promotion and Disease Prevention in Older People: Scoping Review (2023)The Handbook of Multisensory Processes (2004)Benefits of multisensory learning (2008)Visible embodiment: Gestures as simulated action (2008)A scaffolding strategy to develop handheld sensor-based vocabulary games for improving students’ learning motivation and performance (2015)Learning and Embodied Cognition: A Review and Proposal (2018)Moving Bodies to Moving Minds: A Study of the Use of Motion-Based Games in Special Education (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)Usability and acceptability of balance exergames in older adults: A scoping review (2015)Handbook of the Psychology of Aging (2016)Acceptance of Virtual Reality Exergames Among Chinese Older Adults (2022)VIDEO GAMES AND THE ELDERLY (1997)Serious games for rehabilitation: A survey and a classification towards a taxonomy (2010)Augmented reality & gesture-based architecture in games for the elderly. (2013)Design of exergames with the collaborative participation of older adults (2013)Adaptive exergames to support active aging: An action research study (2016)
this work references cited by second hop

References

  • 2007Digital game design for elderly users536 cited
  • 2012Full-body motion-based game interaction for older adults311 cited
  • 2007The Relationship Between Enjoyment and Affective Responses to Exercise234 cited
  • 2011Effects of Playing Wii on Well-Being in the Elderly: Physical Activity, Loneliness, and Mood168 cited
  • 2013Embodied play to learn: Exploring K inect‐facilitated memory performance82 cited
  • 2011Turning training into play: Embodied gaming, seniors, physical training and motivation81 cited
  • 2008Meaningful Play in Elderly Life62 cited
  • 2011Serious Games to Improve the Physical Health of the Elderly: A Categorization Scheme54 cited
  • 2011Evaluating affective usability experiences of an exergaming platform for seniors36 cited

Cited by

No citing works inside the corpus for this window.

Only edges whose both ends are imported exist here. Widen the year window, or show the whole map. Back to the work