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Curball--A Prototype Tangible Game for Inter-Generational Play
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Curball--A Prototype Tangible Game for Inter-Generational Play (2006)Curball--A Prototype Tangible Game for In…Unobtrusive Monitoring of Computer Interactions to Detect Cognitive Status in Elders (2004)Unobtrusive Monitoring of Com…The CareNet Display: Lessons Learned from an In Home Evaluation of an Ambient Display (2004)The CareNet Display: Lessons …Impact of Intergenerational Play on Young People’s Perceptions Towards Old Adults (2019)Impact of Intergenerational P…Design recommendations for the development of virtual reality focusing on the elderly (2019)Design recommendations for th…Situated learning through intergenerational play between older adults and undergraduates (2017)Situated learning through int…On the Conceptualization, Design, and Evaluation of Appealing, Meaningful, and Playable Digital Games for Older People (2015)On the Conceptualization, Des…Designing meaningful intergenerational digital games (2014)Designing meaningful intergen…Co-creating games through intergenerational design workshops (2012)Co-creating games through int…The handbook of aging and cognition (1992)The Motivational Pull of Video Games: A Self-Determination Theory Approach (2006)Handbook of the Psychology of Aging (2016)Exploring Older Adults’ Video Game Use in the PRISM Computer System (2018)Gen X and Digital Games: Looking Back to Look Forward (2018)Family Conflicts and Technology Use: The Voices of Grandmothers (2020)Basics of qualitative research (1990)Basics of qualitative research : techniques and procedures for developing grounded theory (1998)Putting brain training to the test (2010)Computer Games for the Frail Elderly (1983)The Effects of Videogame Playing on the Response Selection Processing of Elderly Adults (1987)A randomized controlled trial of the psychosocial impact of providing internet training and access to older adults (2002)Automated stress detection using keystroke and linguistic features: An exploratory study (2009)Commercial Video Games As Therapy: A New Research Agenda to Unlock the Potential of a Global Pastime (2018)A Gamification Framework for Cognitive Assessment and Cognitive Training: Qualitative Study (2021)The magical number seven, plus or minus two: Some limits on our capacity for processing information. (1956)The magical number seven, plus or minus two: Some limits on our capacity for processing information. (1994)Digital family portraits (2001)Exploring communication and sharing between extended families (2008)YouTube and intergenerational communication: the case of Geriatric1927 (2008)Understanding the Benefits and Challenges of Deploying Conversational AI Leveraging Large Language Models for Public Health Intervention (2023)Rules of Play: Game Design Fundamentals (2003)Using thematic analysis in psychology (2006)The SAGE Handbook of Action Research (2008)Perspectives of older adults with chronic disease on the use of wearable technology and video games for physical activity (2021)The effects of digital game-based learning on children’s Chinese language learning, attention and self-efficacy (2022)Designing a Tangible User Interface (TUI) for the Elderly Based on Their Motivations and Game Elements (2023)Situated Cognition and the Culture of Learning (1989)Situated Learning (1991)Situated Learning: Legitimate Peripheral Participation. (1994)Life Review Using a Life Metaphoric Game to Promote Intergenerational Communication (2020)Learning teamwork through a computer game: for the sake of performance or collaborative learning? (2021)The Fraboni Scale of Ageism (FSA): An Attempt at a More Precise Measure of Ageism (1990)An inductive analysis of relational maintenance strategies: Comparisons among lovers, relatives, friends, and others (1993)Longevity increased by positive self-perceptions of aging. (2002)The uncanny advantage of using androids in cognitive and social science research (2006)D3.3 : Game Experience Questionnaire:development of a self-report measure to assess the psychological impact of digital games (2007)Desenvolvimento humano (2011)
this work references cited by second hop

References

  • 2004The CareNet Display: Lessons Learned from an In Home Evaluation of an Ambient Display228 cited
  • 2004Unobtrusive Monitoring of Computer Interactions to Detect Cognitive Status in Elders117 cited

Cited by

  • 2012Co-creating games through intergenerational design workshops42 cited
  • 2015On the Conceptualization, Design, and Evaluation of Appealing, Meaningful, and Playable Digital Games for Older People41 cited
  • 2014Designing meaningful intergenerational digital games29 cited
  • 2017Situated learning through intergenerational play between older adults and undergraduates27 cited
  • 2019Design recommendations for the development of virtual reality focusing on the elderly14 cited
  • 2019Impact of Intergenerational Play on Young People’s Perceptions Towards Old Adults0 cited

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