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Brain Training for Silver Gamers: Effects of Age and Game Form on Effectiveness, Efficiency, Self-Assessment, and Gameplay Experience
6 references·11 citing·41 second hop
Brain Training for Silver Gamers: Effects of Age and Game Form on Effectiveness, Efficiency, Self-Assessment, and Gameplay Experience (2009)Brain Training for Silver Gamers: Effects…VIDEO GAMES AND THE ELDERLY (1997)VIDEO GAMES AND THE ELDERLYThe Effects of Videogame Playing on Neuropsychological Performance of Elderly Individuals (1992)The Effects of Videogame Play…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…An Innovative Therapy and Enrichment Program for Senior Adults Utilizing the Personal Computer (1986)An Innovative Therapy and Enr…Computer Games for the Frail Elderly (1983)Computer Games for the Frail …Game based assessments of cognitive ability in recruitment: Validity, fairness and test-taking experience (2023)Game based assessments of cog…Reflective and Reflexive Stress Responses of Older Adults to Three Gaming Experiences In Relation to Their Cognitive Abilities: Mixed Methods Crossover Study (2019)Reflective and Reflexive Stre…Analysis and Use of the Emotional Context with Wearable Devices for Games and Intelligent Assistants (2019)Analysis and Use of the Emoti…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…Serious Games in Rehabilitation (2017)Serious Games in Rehabilitati…Rethinking Age in HCI Through Anti-Ageist Playful Interactions (2017)Rethinking Age in HCI Through…Mapping of effective technology-based services for independent living for older people at home (2015)Mapping of effective technolo…Beyond Entertainment (2015)Beyond EntertainmentOlder Adults' Engagement With a Video Game Training Program (2012)Older Adults' Engagement With…Exploring the Potential of Gamification Among Frail Elderly Persons (2011)Exploring the Potential of Ga…Affective Ludology, Flow and Immersion in a First- Person Shooter: Measurement of Player Experience (2010)Affective Ludology, Flow and …Beyond boredom and anxiety (1975)A circumplex model of affect. (1980)Flow: the psychology of optimal experience (1990)Contextual influences on mobile player experience – A game user experience model (2012)Information Trails: In-Process Assessment of Game-Based Learning (2012)Resonant Games (2018)Aging and Mental Health: Positive Psychosocial Approaches (1974)Video game violence (1998)Designing and evaluating digital games for frail elderly persons (2011)Flow: The Psychology of Optimal Experience (1991)GameFlow (2005)Computer and Videogame Interventions for Older Adults' Cognitive and Everyday Functioning (2018)Expertise and engagement (2019)Getting into a “Flow” state: a systematic review of flow experience in neurological diseases (2021)Cognition, technology and games for the elderly: An introduction to ELDERGAMES Project (2006)Digital game design for elderly users (2007)World Population Prospects The 2006 Revision (2007)Designing Serious Games for Cognitive Assessment of the Elderly (2014)Investigating the Potential of Gamification to Improve Seniors’ Experience and Use of Technology (2020)Gamifying Online News in a Senior Online Community: Insights from Designing and Assessing the Readers’ Experience (2021)When to Use Focus Groups and Why (1993)Motivations for Play in Online Games (2006)Playing Video Games : Motives, Responses, and Consequences (2012)Ageing Positively with Digital Games (2016)Families that play together stay together: Investigating family bonding through video games (2018)Effectiveness of applied and casual games for young people's mental health: A systematic review of randomised controlled studies (2024)Cognitive, social, and physiological determinants of emotional state. (1962)Affective Computing (1997)Consumer Wearables and Affective Computing for Wellbeing Support (2020)Multi-modal fusion learning through biosignal, audio, and visual content for detection of mental stress (2023)Videogames as Therapy (2013)Videogames as Therapy (2017)Video gaming promotes concussion knowledge acquisition in youth hockey players (2005)Reasons for Playing Casual Video Games and Perceived Benefits Among Adults 18 to 80 Years Old (2013)Game-based brain training for improving cognitive function in community-dwelling older adults: A systematic review and meta-regression (2020)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)Can training in a real-time strategy video game attenuate cognitive decline in older adults? (2008)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)
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References

  • 1997VIDEO GAMES AND THE ELDERLY200 cited
  • 1987The Effects of Videogame Playing on the Response Selection Processing of Elderly Adults186 cited
  • 1983Computer Games for the Frail Elderly142 cited
  • 1992The Effects of Videogame Playing on Neuropsychological Performance of Elderly Individuals114 cited
  • 1986An Innovative Therapy and Enrichment Program for Senior Adults Utilizing the Personal Computer36 cited
  • 1990Computer games for the elderly29 cited

Cited by

  • 2010Affective Ludology, Flow and Immersion in a First- Person Shooter: Measurement of Player Experience137 cited
  • 2015Beyond Entertainment116 cited
  • 2012Older Adults' Engagement With a Video Game Training Program55 cited
  • 2019Analysis and Use of the Emotional Context with Wearable Devices for Games and Intelligent Assistants42 cited
  • 2011Exploring the Potential of Gamification Among Frail Elderly Persons37 cited
  • 2019Reflective and Reflexive Stress Responses of Older Adults to Three Gaming Experiences In Relation to Their Cognitive Abilities: Mixed Methods Crossover Study35 cited
  • 2023Game based assessments of cognitive ability in recruitment: Validity, fairness and test-taking experience25 cited
  • 2019Affective Game Planning for Health Applications: Quantitative Extension of Gerontoludic Design Based on the Appraisal Theory of Stress and Coping

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24 cited
  • 2017Serious Games in Rehabilitation23 cited
  • 2015Mapping of effective technology-based services for independent living for older people at home17 cited
  • 2017Rethinking Age in HCI Through Anti-Ageist Playful Interactions15 cited