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Opportunities for People with Disabilities in the Virtual World of Second Life
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Opportunities for People with Disabilities in the Virtual World of Second Life (2010)Opportunities for People with Disabilitie…Older Adults Using Technology for Meaningful Activities During COVID-19: An Analysis Through the Lens of Self-Determination Theory (2023)Older Adults Using Technology…The opportunity to contribute: disability and the digital entrepreneur (2018)The opportunity to contribute…Acceptance, Usability and Health Applications of Virtual Worlds by Older Adults: A Feasibility Study (2016)Acceptance, Usability and Hea…Teachers’ perceptions of virtual worlds as a medium for social inclusion for adults with intellectual disability (2015)Teachers’ perceptions of virt…Social Affordances for People with Lifelong Disability through Using Virtual Worlds (2013)Social Affordances for People…Capabilities and Affordances of Virtual Worlds for People with Lifelong Disability (2013)Capabilities and Affordances …Initial experience with virtual worlds for people with lifelong disability : preliminary findings (2011)Initial experience with virtu…Qualitative research & evaluation methods (2002)Cyber bullying in ADHD and Asperger Syndrome populations (2011)How do People with Disability Use and Experience Virtual Worlds and ICT: A Literature Review (2012)Qualitative research and evaluation methods (1980)Self‐determination theory and work motivation (2005)What does participation mean? An insider perspective from people with disabilities (2008)Compulsive Creativity: Virtual Worlds, Disability, and Digital Capital (2016)Social Research Methods (1984)Participant Observation: A Methodology for Human Studies (1990)Qualitative inquiry & research design : choosing among five approaches (2013)Belief, Attitude, Intention and Behavior: An Introduction to Theory and Research (1975)Perceived Usefulness, Perceived Ease of Use, and User Acceptance of Information Technology (1989)User Acceptance of Information Technology: Toward A Unified View1 (2003)Acceptance of different design exergames in elders (2018)The Technology Acceptance Model and Older Adults’ Exercise Intentions—A Systematic Literature Review (2022)Design and Evaluation of Personalized Services to Foster Active Aging: The Experience of Technology Pre-Validation in Italian Pilots (2023)Human Rights and Capabilities (2005)The Theory of Economic Development (2016)The Time Bind: When Work Becomes Home and Home Becomes Work (2018)Handicaps and new opportunity businesses: what do we (not) know about disabled entrepreneurs? (2020)Is the internet the game changer? Disabled people and digital work in China (2020)Gamifying online entrepreneurship education and digital entrepreneurial intentions: An empirical study (2023)Using Technology and Constituting Structures: A Practice Lens for Studying Technology in Organizations (2000)Using thematic analysis in psychology (2006)Self-Determination Theory: Basic Psychological Needs in Motivation, Development, and Wellness (2017)An Iterative Participatory Design Approach to Develop Collaborative Augmented Reality Activities for Older Adults in Long-Term Care Facilities (2024)Self-Determination Theory and HCI Games Research: Unfulfilled Promises and Unquestioned Paradigms (2024)The use of technology to address loneliness and social isolation among older adults: the role of social care providers (2024)Qualitative evaluation and research methods (1990)Qualitative evaluation and research methods (1990)Avatars, People, and Virtual Worlds: Foundations for Research in Metaverses (2009)
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Cited by

  • 2018The opportunity to contribute: disability and the digital entrepreneur57 cited
  • 2023Older Adults Using Technology for Meaningful Activities During COVID-19: An Analysis Through the Lens of Self-Determination Theory44 cited
  • 2016Acceptance, Usability and Health Applications of Virtual Worlds by Older Adults: A Feasibility Study35 cited
  • 2013Social Affordances for People with Lifelong Disability through Using Virtual Worlds15 cited
  • 2015Teachers’ perceptions of virtual worlds as a medium for social inclusion for adults with intellectual disability14 cited
  • 2011Initial experience with virtual worlds for people with lifelong disability : preliminary findings10 cited
  • 2013Capabilities and Affordances of Virtual Worlds for People with Lifelong Disability1 cited

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