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An adaptable card game for older users
9 references·0 citing·42 second hop
An adaptable card game for older users (2011)An adaptable card game for older usersSenior gamers: Preferences, motivations and needs (2009)Senior gamers: Preferences, m…Development of Open Platform Based Adaptive HCI Concepts for Elderly Users (2009)Development of Open Platform …Designing universally accessible games (2009)Designing universally accessi…The Truth About Baby Boomer Gamers (2008)The Truth About Baby Boomer G…Meaningful Play in Elderly Life (2008)Meaningful Play in Elderly Li…Digital game design for elderly users (2007)Digital game design for elder…Video Game Uses and Gratifications as Predicators of Use and Game Preference. (2006)Video Game Uses and Gratifica…Curball--A Prototype Tangible Game for Inter-Generational Play (2006)Curball--A Prototype Tangible…Unified user interface design: designing universally accessible interactions (2004)Unified user interface design…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)User Interfaces For All—Concepts, Methods, and Tools (2001)Access Invaders: Developing a Universally Accessible Action Game (2006)Looking at human–computer interface design: Effects of ethnicity in computer agents (2007)Explaining Accessibility: Possible Variables in Users’ Abilities, Tasks, and Contexts in IT Artefact Use (2023)The CareNet Display: Lessons Learned from an In Home Evaluation of an Ambient Display (2004)Unobtrusive Monitoring of Computer Interactions to Detect Cognitive Status in Elders (2004)Co-creating games through intergenerational design workshops (2012)Designing meaningful intergenerational digital games (2014)On the Conceptualization, Design, and Evaluation of Appealing, Meaningful, and Playable Digital Games for Older People (2015)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)Digital game-based learning (2003)Designing Effective Serious Games: Opportunities and Challenges for Research (2010)Playability: analysing user experience in video games (2012)Best Practices for Teaching Accessibility in University Classrooms (2016)Digital Game-Based Learning (2019)Toward an Information Society for All: An International Research and Development Agenda (1998)The Universal Access Handbook (2009)World Population Prospects The 2006 Revision (2007)Designing and evaluating digital games for frail elderly persons (2011)Playing Video Games : Motives, Responses, and Consequences (2012)Video Games as a Means to Reduce Age-Related Cognitive Decline: Attitudes, Compliance, and Effectiveness (2013)Brain training with non-action video games enhances aspects of cognition in older adults: a randomized controlled trial (2014)Handbook of the Psychology of Aging (2016)Writing: A Method of Inquiry (2004)Fundamental Components of the Gameplay Experience: Analysing Immersion (2005)Beyond Entertainment (2015)Once upon a game: Exploring video game nostalgia and its impact on well-being. (2018)Life Review Using a Life Metaphoric Game to Promote Intergenerational Communication (2020)Looking for Gender: Gender Roles and Behaviors Among Online Gamers (2009)Value Creation in the Video Game Industry: Industry Economics, Consumer Benefits, and Research Opportunities (2013)The Psychology of Esports: A Systematic Literature Review (2018)
this work references cited by second hop

References

  • 2007Digital game design for elderly users536 cited
  • 2006Video Game Uses and Gratifications as Predicators of Use and Game Preference.388 cited
  • 2009Designing universally accessible games160 cited
  • 2009Senior gamers: Preferences, motivations and needs158 cited
  • 2008The Truth About Baby Boomer Gamers156 cited
  • 2004Unified user interface design: designing universally accessible interactions93 cited
  • 2008Meaningful Play in Elderly Life62 cited
  • 2006Curball--A Prototype Tangible Game for Inter-Generational Play54 cited
  • 2009Development of Open Platform Based Adaptive HCI Concepts for Elderly Users13 cited

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