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Designing video games for older adults and caregivers
16 references·2 citing·52 second hopsampled
Designing video games for older adults and caregivers (2014)Designing video games for older adults an…Effects of balancing for physical abilities on player performance, experience and self-esteem in exergames (2014)Effects of balancing for phys…Understanding the conflicting demands of family caregivers caring for depressed family members (2013)Understanding the conflicting…Mood Management: Theory, Evidence, and Advancements. (2013)Mood Management: Theory, Evid…Intimacy in long-distance relationships over video chat (2012)Intimacy in long-distance rel…Full-body motion-based game interaction for older adults (2012)Full-body motion-based game i…Reflecting on pills and phone use (2011)Reflecting on pills and phone…Designing a Personal Health Application for Older Adults to Manage Medications: A Comprehensive Case Study (2011)Designing a Personal Health A…Designing intergenerational play via enactive interaction, competition and acceleration (2010)Designing intergenerational p…Wii all play (2009)Wii all playGames for a better life (2009)Games for a better lifePeople, places, and play (2008)People, places, and playDesigning for Elders: Exploring the Complexity of Relationships in Later Life (2008)Designing for Elders: Explori…The Motivational Pull of Video Games: A Self-Determination Theory Approach (2006)The Motivational Pull of Vide…Management of Chronic Pediatric Diseases with Interactive Health Games: Theory and Research Findings (2001)Management of Chronic Pediatr…The relationship between social support and physiological processes: A review with emphasis on underlying mechanisms and implications for health. (1996)The relationship between soci…The need to belong: Desire for interpersonal attachments as a fundamental human motivation. (1995)The need to belong: Desire fo…To Asymmetry and Beyond! (2019)To Asymmetry and Beyond!Cooperation and Interdependence (2017)Cooperation and Interdependen…From Barbie to Mortal Kombat: gender and computer games (1998)Rules of Play: Game Design Fundamentals (2003)"Alone together?" (2006)An Age-Old Problem (2015)"I Love All the Bits" (2016)Playfulness in mobile instant messaging: Examining the influence of emoticons and text messaging on social interaction (2016)Self-efficacy mechanism in human agency. (1982)The Transtheoretical Model of Health Behavior Change (1997)Self-Efficacy: The Exercise of Control (1999)Overview of research on the educational use of video games (2006)Exploring the potential of computer and video games for health and physical education: A literature review (2009)Video Games in Health Care: Closing the Gap (2010)Social Support as a Moderator of Life Stress (1976)Stress, social support, and the buffering hypothesis. (1985)Development and validation of brief measures of positive and negative affect: The PANAS scales. (1988)Emotion regulation: Affective, cognitive, and social consequences (2002)Social Relationships and Health. (2004)Social Relationships and Mortality Risk: A Meta-analytic Review (2010)Intrinsic Motivation and Self-Determination in Human Behavior (1985)Self-determination theory and the facilitation of intrinsic motivation, social development, and well-being. (2000)The "What" and "Why" of Goal Pursuits: Human Needs and the Self-Determination of Behavior (2000)Gamification. using game-design elements in non-gaming contexts (2011)The benefits of playing video games. (2013)How gamification motivates: An experimental study of the effects of specific game design elements on psychological need satisfaction (2016)Attachment and Loss (1969)The Evolution of Cooperation (1981)School Engagement: Potential of the Concept, State of the Evidence (2004)The Norm of Reciprocity: A Preliminary Statement (1960)Applied psychology : an international review (1989)Socioemotional Selectivity Theory and the Regulation of Emotion in the Second Half of Life (2003)Reflections on 25 Years of Ethnography in CSCW (2013)Older Adults' Reasons for Using Technology while Aging in Place (2015)"Tell It Like It Really Is" (2016)Maintenance Strategies and Romantic Relationship Type, Gender and Relational Characteristics (1991)Basics of Qualitative Research (1992)Maintaining Long-Distance and Cross-Residential Relationships (2004)Emails From the Boss—Curse or Blessing? Relations Between Communication Channels, Leader Evaluation, and Employees’ Attitudes (2015)Virtually in this together – how web-conferencing systems enabled a new virtual togetherness during the COVID-19 crisis (2020)Staying connected while physically apart: Digital communication when face-to-face interactions are limited (2021)Development and validation of brief measures of positive and negative affect: The PANAS scales. (1988)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)Society and the Adolescent Self-Image (1965)The Hawthorne effect: A reconsideration of the methodological artifact. (1984)UCLA Loneliness Scale (Version 3): Reliability, Validity, and Factor Structure (1996)Interventions to reduce social isolation and loneliness during COVID-19 physical distancing measures: A rapid systematic review (2021)Social Prescription Interventions Addressing Social Isolation and Loneliness in Older Adults: Meta-Review Integrating On-the-Ground Resources (2023)The Presentation of Self in Everyday Life. (1956)Who but not where: The effect of social play on immersion in digital games (2013)Player–video game interaction: A systematic review of current concepts (2015)The Presentation of Self in Everyday Life (2023)
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References

  • 1995The need to belong: Desire for interpersonal attachments as a fundamental human motivation.25,195 cited
  • 2006The Motivational Pull of Video Games: A Self-Determination Theory Approach3,386 cited
  • 1996The relationship between social support and physiological processes: A review with emphasis on underlying mechanisms and implications for health.2,832 cited
  • 2001Management of Chronic Pediatric Diseases with Interactive Health Games: Theory and Research Findings361 cited
  • 2012Full-body motion-based game interaction for older adults313 cited
  • 2012Intimacy in long-distance relationships over video chat216 cited
  • 2008People, places, and play187 cited
  • 2009Games for a better life153 cited
  • 2009Wii all play152 cited
  • 2008Designing for Elders: Exploring the Complexity of Relationships in Later Life148 cited
  • 2014Effects of balancing for physical abilities on player performance, experience and self-esteem in exergames128 cited
  • 2011Designing a Personal Health Application for Older Adults to Manage Medications: A Comprehensive Case Study95 cited
  • 2013Mood Management: Theory, Evidence, and Advancements.92 cited
  • 2011Reflecting on pills and phone use68 cited
  • 2013Understanding the conflicting demands of family caregivers caring for depressed family members

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64 cited
  • 2010Designing intergenerational play via enactive interaction, competition and acceleration56 cited
  • Cited by

    • 2017Cooperation and Interdependence106 cited
    • 2019To Asymmetry and Beyond!93 cited