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Interactive Games to Improve Quality of Life for the Elderly: Towards Integration into a WSN Monitoring System
1 references·5 citing·23 second hop
Interactive Games to Improve Quality of Life for the Elderly: Towards Integration into a WSN Monitoring System (2010)Interactive Games to Improve Quality of L…Inventing wellness systems for aging in place (2004)Inventing wellness systems fo…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…The Correlation Among Social Interaction Activities Registered Through New Technologies and Elderly's Social Isolation Level (2015)The Correlation Among Social …Information Technology for Active Ageing: A Review of Theory and Practice (2014)Information Technology for Ac…A review on the technologies and services used in the self-management of health and independent living of elderly (2014)A review on the technologies …A closed-loop approach for improving the wellness of low-income elders at home using game consoles (2012)A closed-loop approach for im…Psychological and Social Effects of One Year Robot Assisted Activity on Elderly People at a Health Service Facility for the Aged (2006)On the consequences of demographic change for rates of returns to capital, and the distribution of wealth and welfare (2007)Handbook of Aging and the Social Sciences (2016)Usability of a telehealth solution based on TV interaction for the elderly: the VITASENIOR-MT case study (2022)Social gerontology: A multidisciplinary perspective (1988)Human Population: The Next Half Century (2003)Computers in talk-based mental health interventions (2007)Perceptions and Use of Gerotechnology: Implications for Aging in Place (2008)Eldergames project: An innovative mixed reality table-top solution to preserve cognitive functions in elderly people (2009)Validation of the geriatric depression scale-short form among inpatients (1994)Loneliness as a specific risk factor for depressive symptoms: Cross-sectional and longitudinal analyses. (2006)G*Power 3: A flexible statistical power analysis program for the social, behavioral, and biomedical sciences (2007)Assistive technologies that support social interaction in long-term care homes: a scoping review (2021)Commercial video games as a resource for mental health: A systematic literature review (2021)The social context of well–being (2004)Social Relationships and Health: A Flashpoint for Health Policy (2010)Handbook of the Psychology of Aging (2016)Tools Enabling Online Contributions by Older Adults (2016)Definition of Technological Solutions Based on the Internet of Things and Smart Cities Paradigms for Active and Healthy Ageing through Cocreation (2018)Making More of IT: Enabling Intensive Motor Cognitive Rehabilitation Exercises in Geriatrics Using Information Technology Solutions (2018)Social Isolation Kills, But How and Why? (2001)Mobile remote presence systems for older adults (2011)Where is grandma? Home telecare, good aging and the domestication of later life (2014)
this work references cited by second hop

References

  • 2004Inventing wellness systems for aging in place290 cited

Cited by

  • 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
  • 2014A review on the technologies and services used in the self-management of health and independent living of elderly27 cited
  • 2014Information Technology for Active Ageing: A Review of Theory and Practice26 cited
  • 2015The Correlation Among Social Interaction Activities Registered Through New Technologies and Elderly's Social Isolation Level19 cited
  • 2012A closed-loop approach for improving the wellness of low-income elders at home using game consoles17 cited

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