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Elements of Play for Cognitive, Physical and Social Health in Older Adults
16 references·0 citing·42 second hop
Elements of Play for Cognitive, Physical and Social Health in Older Adults (2013)Elements of Play for Cognitive, Physical …Reality is broken: why games make us better and how they can change the world (2012)Reality is broken: why games …Brain Training Game Improves Executive Functions and Processing Speed in the Elderly: A Randomized Controlled Trial (2012)Brain Training Game Improves …Mental Training as a Tool in the Neuroscientific Study of Brain and Cognitive Plasticity (2011)Mental Training as a Tool in …Gamification. using game-design elements in non-gaming contexts (2011)Gamification. using game-desi…From game design elements to gamefulness (2011)From game design elements to …Mapping the Future of Reminiscence: A Conceptual Guide for Research and Practice (2010)Mapping the Future of Reminis…Play: How It Shapes the Brain, Opens the Imagination, and Invigorates the Soul (2009)Play: How It Shapes the Brain…Counterclockwise: Mindful Health and the Power of Possibility (2009)Counterclockwise: Mindful Hea…Can training in a real-time strategy video game attenuate cognitive decline in older adults? (2008)Can training in a real-time s…The effects of reminiscence on psychological well-being in older adults: A meta-analysis (2007)The effects of reminiscence o…Digital game design for elderly users (2007)Digital game design for elder…A TALE of Three Functions: The Self–Reported Uses of Autobiographical Memory (2005)A TALE of Three Functions: Th…Rules of Play: Game Design Fundamentals (2003)Rules of Play: Game Design Fu…The ELDer project (2000)The ELDer projectUSE OF MUSIC to Decrease Aggressive Behaviors in People With Dementia (1998)USE OF MUSIC to Decrease Aggr…What types of reminiscence are associated with successful aging? (1991)What types of reminiscence ar…VALIDITY OF THE TRAIL MAKING TEST AS AN INDICATOR OF ORGANIC BRAIN DAMAGE (1958)The processing-speed theory of adult age differences in cognition. (1996)Wechsler Adult Intelligence Scale--Third Edition (1997)Brain Training Game Boosts Executive Functions, Working Memory and Processing Speed in the Young Adults: A Randomized Controlled Trial (2013)Brain training with non-action video games enhances aspects of cognition in older adults: a randomized controlled trial (2014)Video game training enhances cognition of older adults: A meta-analytic study. (2014)The Structure of Coping (1978)Statistical Methods for Meta-Analysis (1988)Measuring inconsistency in meta-analyses (2003)Living into the story: Agency and coherence in a longitudinal study of narrative identity development and mental health over the course of psychotherapy. (2011)Effects of reminiscence interventions on psychosocial outcomes: A meta-analysis (2012)Positive psychology interventions: a meta-analysis of randomized controlled studies (2013)Flow: the psychology of optimal experience (1990)Flow: The Psychology of Optimal Experience (1991)Does Gamification Work? -- A Literature Review of Empirical Studies on Gamification (2014)Gamification in theory and action: A survey (2014)How gamification motivates: An experimental study of the effects of specific game design elements on psychological need satisfaction (2016)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)Full-body motion-based game interaction for older adults (2012)Social Support and “Playing Around” (2015)Why do people play games? A meta-analysis (2017)The Application of Electronic Computers to Factor Analysis (1960)Getting a life: The emergence of the life story in adolescence. (2000)The Psychology of Life Stories (2001)Reminiscence and mental health: a review of recent progress in theory, research and interventions (2010)Is working memory capacity task dependent? (1989)The handbook of aging and cognition (1992)Aging, Training, and the Brain: A Review and Future Directions (2009)A theoretical framework for the study of adult cognitive plasticity. (2010)Short- and long-term benefits of cognitive training (2011)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)The benefits of playing video games. (2013)Gamification of Cognitive Assessment and Cognitive Training: A Systematic Review of Applications and Efficacy (2016)The Digital Workforce and the Workplace of the Future (2016)Gamification in Tourism (2013)The Elements of Play: Toward a Philosophy and a Definition of Play. (2014)Accessing the Inaccessible: Redefining Play as a Spectrum (2018)Assessing the effects of gamification in the classroom: A longitudinal study on intrinsic motivation, social comparison, satisfaction, effort, and academic performance (2014)
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References

  • 2011From game design elements to gamefulness8,391 cited
  • 2003Rules of Play: Game Design Fundamentals5,481 cited
  • 2012Reality is broken: why games make us better and how they can change the world2,923 cited
  • 2011Gamification. using game-design elements in non-gaming contexts2,412 cited
  • 2008Can training in a real-time strategy video game attenuate cognitive decline in older adults?853 cited
  • 2009Play: How It Shapes the Brain, Opens the Imagination, and Invigorates the Soul849 cited
  • 2005A TALE of Three Functions: The Self–Reported Uses of Autobiographical Memory696 cited
  • 2007Digital game design for elderly users536 cited
  • 2007The effects of reminiscence on psychological well-being in older adults: A meta-analysis390 cited
  • 2012Brain Training Game Improves Executive Functions and Processing Speed in the Elderly: A Randomized Controlled Trial347 cited
  • 1991What types of reminiscence are associated with successful aging?332 cited
  • 2011Mental Training as a Tool in the Neuroscientific Study of Brain and Cognitive Plasticity288 cited
  • 2009Counterclockwise: Mindful Health and the Power of Possibility278 cited
  • 2010Mapping the Future of Reminiscence: A Conceptual Guide for Research and Practice235 cited

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1998
USE OF MUSIC to Decrease Aggressive Behaviors in People With Dementia
227 cited
  • 2000The ELDer project211 cited
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