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An Innovative Therapy and Enrichment Program for Senior Adults Utilizing the Personal Computer
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An Innovative Therapy and Enrichment Program for Senior Adults Utilizing the Personal Computer (1986)An Innovative Therapy and Enrichment Prog…Affective Game Planning for Health Applications: Quantitative Extension of Gerontoludic Design Based on the Appraisal Theory of Stress and Coping (2019)Affective Game Planning for H…Videogames as Therapy (2017)Videogames as TherapyVideogames as Therapy (2013)Videogames as TherapyBrain Training for Silver Gamers: Effects of Age and Game Form on Effectiveness, Efficiency, Self-Assessment, and Gameplay Experience (2009)Brain Training for Silver Gam…Digital game design for elderly users (2007)Digital game design for elder…Teaching Elderly Individuals on COMPUTER USE (2001)Teaching Elderly Individuals …INTRODUCING COMPUTERS TO FRAIL RESIDENTS OF HOMES FOR THE AGED (1997)INTRODUCING COMPUTERS TO FRAI…Computer Applications in Behavioral Medicine (1995)Computer Applications in Beha…Computer games for the elderly (1990)Computer games for the elderlyComputers and the Elderly: A Review of the Literature and Directions for Future Research (1987)Computers and the Elderly: A …The computer attitude scale (1986)An Electronic Community for Older Adults: The SeniorNet Network (1989)The effect of computerized simulation games on the moral development of junior and senior high-school students (1998)Computer and Internet Use in Physically Frail Elders (2001)Computer utilization in later-life: Characteristics and relationship to personal well-being (2005)Handbook of Aging and the Social Sciences (2011)Computer Games for the Frail Elderly (1983)The Effects of Videogame Playing on the Response Selection Processing of Elderly Adults (1987)VIDEO GAMES AND THE ELDERLY (1997)Affective Ludology, Flow and Immersion in a First- Person Shooter: Measurement of Player Experience (2010)Older Adults' Engagement With a Video Game Training Program (2012)Beyond Entertainment (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)Social Support and “Playing Around” (2015)Why do people play games? A meta-analysis (2017)The virtual reality hardware acceptance model (VR-HAM): Extending and individuating the technology acceptance model (TAM) for virtual reality hardware (2018)Effect of Driver's Age on Nighttime Legibility of Highway Signs (1981)Human Factors: Understanding People-System Relationships (1983)Aging and Technological Advances (1984)Cognitive aging and human computer interface design (2002)Psychophysical aging and human computer interface design (2002)E-training: Can young and older users be accommodated with the same interface? (2010)THE INFLUENCE OF TRAINING METHOD AND TRAINEE AGE ON THE ACQUISITION OF COMPUTER SKILLS (1988)Influence of Direct Computer Experience on Older Adults' Attitudes Toward Computers (1992)The Psycho-Analysis of Children. (1933)Effects of Violent Video Games on Aggressive Behavior, Aggressive Cognition, Aggressive Affect, Physiological Arousal, and Prosocial Behavior: A Meta-Analytic Review of the Scientific Literature (2001)Internet Gaming Addiction: A Systematic Review of Empirical Research (2011)The CES-D Scale (1977)A meta-analysis of the cognitive and motivational effects of serious games. (2013)School-based Prevention for Adolescent Internet Addiction: Prevention is the Key. A Systematic Literature Review (2018)Female Gaming, Gaming Addiction, and the Role of Women Within Gaming Culture: A Narrative Literature Review (2019)Online Gaming During the COVID-19 Pandemic in India: Strategies for Work-Life Balance (2020)Intrinsic Motivation and Self-Determination in Human Behavior (1985)Stress, appraisal, and coping (1985)Flow: The Psychology of Optimal Experience (1991)Role of Social Media in Coping with COVID-19 Stress: Searching for Intergenerational Perspectives (2021)A Social-Media Study of the Older Adults Coping with the COVID-19 Stress by Information and Communication Technologies (2022)Meaningful learning: motivations of older adults in serious games (2023)Attitudes and Perceptions of Older People toward Technology (1984)For Whom the Games Toll: A Qualitative and Intergenerational Evaluation of What is Serious in Games for Older Adults (2020)Serious Motion-Based Exercise Games for Older Adults: Evaluation of Usability, Performance, and Pain Mitigation (2020)Comprehensive Textbook of Psychiatry (1967)Principles of behavior modification (1969)Theoretical risks and tabular asterisks: Sir Karl, Sir Ronald, and the slow progress of soft psychology. (1978)
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Cited by

  • 2007Digital game design for elderly users536 cited
  • 2017Videogames as Therapy65 cited
  • 2009Brain Training for Silver Gamers: Effects of Age and Game Form on Effectiveness, Efficiency, Self-Assessment, and Gameplay Experience63 cited
  • 2013Videogames as Therapy30 cited
  • 1990Computer games for the elderly29 cited
  • 1987Computers and the Elderly: A Review of the Literature and Directions for Future Research24 cited
  • 2019Affective Game Planning for Health Applications: Quantitative Extension of Gerontoludic Design Based on the Appraisal Theory of Stress and Coping24 cited
  • 1997INTRODUCING COMPUTERS TO FRAIL RESIDENTS OF HOMES FOR THE AGED22 cited
  • 2001Teaching Elderly Individuals on COMPUTER USE10 cited
  • 1995Computer Applications in Behavioral Medicine2 cited

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