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Serious games in prevention and rehabilitation—a new panacea for elderly people?
8 references·16 citing·48 second hop
Serious games in prevention and rehabilitation—a new panacea for elderly people? (2011)Serious games in prevention and rehabilit…Playing for Real (2008)Playing for RealDigital game design for elderly users (2007)Digital game design for elder…A Meta-Analytic Review of the Theories of Reasoned Action and Planned Behavior in Physical Activity: Predictive Validity and the Contribution of Additional Variables (2002)A Meta-Analytic Review of the…Management of Chronic Pediatric Diseases with Interactive Health Games: Theory and Research Findings (2001)Management of Chronic Pediatr…Can the theory of planned behavior explain patterns of health behavior change? (2001)Can the theory of planned beh…Application of the Theories of Reasoned Action and Planned Behavior to Exercise Behavior: A Meta-Analysis (1997)Application of the Theories o…The Theory of Planned Behavior: A Review of its Applications to Health-Related Behaviors (1996)The Theory of Planned Behavio…Planned Behavior, Attitude Strength, Role Identity, and the Prediction of Exercise Behavior (1994)Planned Behavior, Attitude St…Artificial Intelligence–Driven Serious Games in Health Care: Scoping Review (2022)Artificial Intelligence–Drive…Therapeutic and Preventive Use of Video Games in Child and Adolescent Psychiatry: A Systematic Review (2020)Therapeutic and Preventive Us…Immersive Experience Model of the Elderly Welfare Centers Supporting Successful Aging (2020)Immersive Experience Model of…An investigation of game behavior in the context of digital game-based learning: An individual difference perspective (2020)An investigation of game beha…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 …Serious Game iDO: Towards Better Education in Dementia Care (2019)Serious Game iDO: Towards Bet…Assessment of cognitive instrumental activities of daily living: a systematic review (2019)Assessment of cognitive instr…The Gamification of Cognitive Training: Older Adults’ Perceptions of and Attitudes Toward Digital Game-Based Interventions (2016)The Gamification of Cognitive…Silver Gaming: Serious Fun for Seniors? (2016)Silver Gaming: Serious Fun fo…Means of Motivation or of Stress? The Use of Fitness Trackers for Self-Monitoring by Older Adults (2016)Means of Motivation or of Str…Adaptive exergames to support active aging: An action research study (2016)Adaptive exergames to support…The effects of playing Nintendo Wii on depression, sense of belonging and social support in Australian aged care residents: a protocol study of a mixed methods intervention trial (2015)The effects of playing Ninten…Building Seniors' Social Connections and Reducing Loneliness Through a Digital Game (2015)Building Seniors' Social Conn…Recommendations for the use of Serious Games in people with Alzheimer's Disease, related disorders and frailty (2014)Recommendations for the use o…Custom-designed motion-based games for older adults: A review of literature in human-computer interaction (2014)Custom-designed motion-based …Exergame Design Guidelines for Enhancing Elderly’s Physical and Social Activities (2013)Exergame Design Guidelines fo…The role of transportation in the persuasiveness of public narratives. 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References

  • 1996The Theory of Planned Behavior: A Review of its Applications to Health-Related Behaviors3,184 cited
  • 2002A Meta-Analytic Review of the Theories of Reasoned Action and Planned Behavior in Physical Activity: Predictive Validity and the Contribution of Additional Variables1,658 cited
  • 2008Playing for Real998 cited
  • 1997Application of the Theories of Reasoned Action and Planned Behavior to Exercise Behavior: A Meta-Analysis705 cited
  • 2007Digital game design for elderly users536 cited
  • 2001Management of Chronic Pediatric Diseases with Interactive Health Games: Theory and Research Findings361 cited
  • 1994Planned Behavior, Attitude Strength, Role Identity, and the Prediction of Exercise Behavior201 cited
  • 2001Can the theory of planned behavior explain patterns of health behavior change?190 cited

Cited by

  • 2014Recommendations for the use of Serious Games in people with Alzheimer's Disease, related disorders and frailty205 cited
  • 2020Therapeutic and Preventive Use of Video Games in Child and Adolescent Psychiatry: A Systematic Review124 cited
  • 2019Assessment of cognitive instrumental activities of daily living: a systematic review93 cited
  • 2020An investigation of game behavior in the context of digital game-based learning: An individual difference perspective53 cited
  • 2019Serious Game iDO: Towards Better Education in Dementia Care52 cited

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  • 2016The Gamification of Cognitive Training: Older Adults’ Perceptions of and Attitudes Toward Digital Game-Based Interventions45 cited
  • 2020A Case Study on Co-designing Digital Games with Older Adults and Children: Game Elements, Assets, and Challenges40 cited
  • 2022Artificial Intelligence–Driven Serious Games in Health Care: Scoping Review39 cited
  • 2014Custom-designed motion-based games for older adults: A review of literature in human-computer interaction38 cited
  • 2016Silver Gaming: Serious Fun for Seniors?38 cited
  • 2020Immersive Experience Model of the Elderly Welfare Centers Supporting Successful Aging36 cited
  • 2013Exergame Design Guidelines for Enhancing Elderly’s Physical and Social Activities31 cited
  • 2016Means of Motivation or of Stress? The Use of Fitness Trackers for Self-Monitoring by Older Adults30 cited
  • 2015The effects of playing Nintendo Wii on depression, sense of belonging and social support in Australian aged care residents: a protocol study of a mixed methods intervention trial28 cited
  • 2015Building Seniors' Social Connections and Reducing Loneliness Through a Digital Game20 cited
  • 2016Adaptive exergames to support active aging: An action research study18 cited