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Design Recommendations for Digital Game Design within an Ageing Society
16 references·14 citing·39 second hop
Design Recommendations for Digital Game Design within an Ageing Society (2012)Design Recommendations for Digital Game D…Fundamentals of game design (2010)Fundamentals of game designDesigning meaningful play within the psycho-social context of older adults (2010)Designing meaningful play wit…Senior gamers: Preferences, motivations and needs (2009)Senior gamers: Preferences, m…Can training in a real-time strategy video game attenuate cognitive decline in older adults? (2008)Can training in a real-time s…Age invaders: social and physical inter-generational mixed reality family entertainment (2008)Age invaders: social and phys…Digital game design for elderly users (2007)Digital game design for elder…Genre and game studies: Toward a critical approach to video game genres (2006)Genre and game studies: Towar…A New Research Challenge: Persuasive Technology to Motivate Healthy Aging (2004)A New Research Challenge: Per…Challenges of the Third Age: Meaning and Purpose in Later Life (2002)Challenges of the Third Age: …VIDEO GAMES AND THE ELDERLY (1997)VIDEO GAMES AND THE ELDERLYHamlet on the holodeck: the future of narrative in cyberspace (1997)Hamlet on the holodeck: the f…Computer games for the elderly (1990)Computer games for the elderlyThe Effects of Videogame Playing on the Response Selection Processing of Elderly Adults (1987)The Effects of Videogame Play…The Art of Computer Game Design (1984)The Art of Computer Game Desi…Toward a Theory of Intrinsically Motivating Instruction* (1981)Toward a Theory of Intrinsica…What makes things fun to learn? heuristics for designing instructional computer games (1980)What makes things fun to lear…Designing Gamified Intergenerational Reverse Mentorship Based on Cognitive Aging Theory (2025)Designing Gamified Intergener…Assessing Older Adults’ Perspectives on Digital Game-Related Strategies to Foster Active and Healthy Ageing (2023)Assessing Older Adults’ Persp…Mobile Game Design Guide to Improve Gaming Experience for the Middle-Aged and Older Adult Population: User-Centered Design Approach (2021)Mobile Game Design Guide to I…A Case Study on Co-designing Digital Games with Older Adults and Children: Game Elements, Assets, and Challenges (2020)A Case Study on Co-designing …Gen X and Digital Games: Looking Back to Look Forward (2018)Gen X and Digital Games: Look…Play, Learn, Connect: Older Adults' Experience With a Multiplayer, Educational, Digital Bingo Game (2017)Play, Learn, Connect: Older A…Digital Game Technology and Older Adults (2017)Digital Game Technology and O…Game Design for Older Adults (2016)Game Design for Older AdultsDoes familiarity affect the enjoyment of touchscreen games for people with dementia? (2016)Does familiarity affect the e…Ageing and Technology (2016)Ageing and TechnologyOn the Conceptualization, Design, and Evaluation of Appealing, Meaningful, and Playable Digital Games for Older People (2015)On the Conceptualization, Des…Flow Experience of Older Adults Using the iStoppFalls Exergame (2015)Flow Experience of Older Adul…Beyond Entertainment (2015)Beyond EntertainmentUnderstanding the Nintendo Wii and Microsoft Kinect consoles in long-term care facilities (2013)Understanding the Nintendo Wi…Science and Human Behavior (1953)Human Problem Solving (1972)Beyond boredom and anxiety (1975)Motivational and self-regulated learning components of classroom academic performance. (1990)The psychology of curiosity: A review and reinterpretation. (1994)Focus on Formative Feedback (2008)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 Video Game Theory Reader (2003)First person: new media as story, performance, and game (2004)Measuring Player Immersion in the Computer Game Narrative (2009)The Gamification of Advertising: Analysis and Research Directions of In-Game Advertising, Advergames, and Advertising in Social Network Games (2013)The Association Between Video Gaming and Psychological Functioning (2019)Is working memory capacity task dependent? (1989)The handbook of aging and cognition (1992)The processing-speed theory of adult age differences in cognition. (1996)A theoretical framework for the study of adult cognitive plasticity. (2010)Short- and long-term benefits of cognitive training (2011)Virtual interaction: Design factors affecting student satisfaction and perceived learning in asynchronous online courses (2001)Measures of Perceived Interactivity: An Exploration of the Role of Direction of Communication, User Control, and Time in Shaping Perceptions of Interactivity (2002)From Content to Context: Videogames as Designed Experience (2006)The game, the player, the world: looking for a heart of gameness (2003)Fundamental Components of the Gameplay Experience: Analysing Immersion (2005)Unit Operations: An Approach to Videogame Criticism (2006)Defining Game Mechanics (2008)Handbook of Research on Effective Electronic Gaming in Education (2009)The Design, Play, and Experience Framework (2009)Beyond Self-Selection in Video Game Play: An Experimental Examination of the Consequences of Massively Multiplayer Online Role-Playing Game Play (2007)Brain Training Game Improves Executive Functions and Processing Speed in the Elderly: A Randomized Controlled Trial (2012)Effects of video-game play on information processing: A meta-analytic investigation (2013)Exercising your brain: A review of human brain plasticity and training-induced learning. (2008)Aging, Training, and the Brain: A Review and Future Directions (2009)Successful implementation of user-centered game based learning in higher education: An example from civil engineering (2006)Motivating Children to Learn Effectively: Exploring the Value of Intrinsic Integration in Educational Games (2011)The wear out effect of a game-based student response system (2014)
this work references cited by second hop

References

  • 1997Hamlet on the holodeck: the future of narrative in cyberspace2,780 cited
  • 1981Toward a Theory of Intrinsically Motivating Instruction*2,197 cited
  • 2010Fundamentals of game design1,226 cited
  • 1984The Art of Computer Game Design919 cited
  • 2008Can training in a real-time strategy video game attenuate cognitive decline in older adults?853 cited
  • 1980What makes things fun to learn? heuristics for designing instructional computer games758 cited
  • 2007Digital game design for elderly users536 cited
  • 2006Genre and game studies: Toward a critical approach to video game genres517 cited
  • 1997VIDEO GAMES AND THE ELDERLY200 cited
  • 1987The Effects of Videogame Playing on the Response Selection Processing of Elderly Adults186 cited
  • 2004A New Research Challenge: Persuasive Technology to Motivate Healthy Aging186 cited
  • 2009Senior gamers: Preferences, motivations and needs158 cited
  • 2002Challenges of the Third Age: Meaning and Purpose in Later Life143 cited
  • 2010Designing meaningful play within the psycho-social context of older adults133 cited
  • 1990Computer games for the elderly97 cited

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2008
Age invaders: social and physical inter-generational mixed reality family entertainment
87 cited

Cited by

  • 2015Beyond Entertainment116 cited
  • 2016Does familiarity affect the enjoyment of touchscreen games for people with dementia?58 cited
  • 2015On the Conceptualization, Design, and Evaluation of Appealing, Meaningful, and Playable Digital Games for Older People41 cited
  • 2020A Case Study on Co-designing Digital Games with Older Adults and Children: Game Elements, Assets, and Challenges40 cited
  • 2013Understanding the Nintendo Wii and Microsoft Kinect consoles in long-term care facilities37 cited
  • 2015Flow Experience of Older Adults Using the iStoppFalls Exergame34 cited
  • 2021Mobile Game Design Guide to Improve Gaming Experience for the Middle-Aged and Older Adult Population: User-Centered Design Approach30 cited
  • 2017Play, Learn, Connect: Older Adults' Experience With a Multiplayer, Educational, Digital Bingo Game27 cited
  • 2016Game Design for Older Adults21 cited
  • 2018Gen X and Digital Games: Looking Back to Look Forward18 cited
  • 2016Ageing and Technology17 cited
  • 2023Assessing Older Adults’ Perspectives on Digital Game-Related Strategies to Foster Active and Healthy Ageing11 cited
  • 2017Digital Game Technology and Older Adults11 cited
  • 2025Designing Gamified Intergenerational Reverse Mentorship Based on Cognitive Aging Theory10 cited