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Identifying Potential Usability Challenges for Xbox 360 Kinect Exergames for Older Adults
11 references·2 citing·41 second hop
Identifying Potential Usability Challenges for Xbox 360 Kinect Exergames for Older Adults (2014)Identifying Potential Usability Challenge…Video game training enhances cognitive control in older adults (2013)Video game training enhances …Self-Management of Wellness and Illness in an Aging Population (2013)Self-Management of Wellness a…Using Somatosensory Video Games to Promote Quality of Life for the Elderly with Disabilities (2012)Using Somatosensory Video Gam…Putting Fun into Video Games for Older Adults (2012)Putting Fun into Video Games …Full-body motion-based game interaction for older adults (2012)Full-body motion-based game i…Designing Training and Instructional Programs for Older Adults (2012)Designing Training and Instru…Designing Telehealth for an Aging Population: A Human Factors Perspective (2011)Designing Telehealth for an A…Designing for Older Adults (2010)Designing for Older AdultsDigital game design for elderly users (2007)Digital game design for elder…Designing for Older Adults (2004)Designing for Older AdultsVital and Health Statistics (1896)Vital and Health StatisticsOlder Adults’ Perceptions About Commercially Available Xbox Kinect Exergames (2019)Older Adults’ Perceptions Abo…Design Considerations for Technology Interventions to Support Social and Physical Wellness for Older Adults with Disability (2016)Design Considerations for Tec…Motivational processes affecting learning. (1986)Factors predicting the use of technology: Findings from the center for research and education on aging and technology enhancement (create). (2006)Social Support and “Playing Around” (2015)Why do people play games? A meta-analysis (2017)Development and validation of a geriatric depression screening scale: A preliminary report (1982)Statistical Methods for Meta-Analysis (1988)The MOS 36-item short-form health survey (SF-36). I. Conceptual framework and item selection. (1992)Computerized Cognitive Training in Cognitively Healthy Older Adults: A Systematic Review and Meta-Analysis of Effect Modifiers (2014)How Does it STAC Up? Revisiting the Scaffolding Theory of Aging and Cognition (2014)Do “Brain-Training” Programs Work? (2016)Flow: the psychology of optimal experience (1990)Flow: The Psychology of Optimal Experience (1991)GameFlow (2005)Increase Physical Fitness and Create Health Awareness through Exergames and Gamification (2013)On the Application of Motivation Theory to Human Factors/Ergonomics (2014)What Older People Like to Play: Genre Preferences and Acceptance of Casual Games (2017)Development and validation of brief measures of positive and negative affect: The PANAS scales. (1988)Development and validation of brief measures of positive and negative affect: The PANAS scales. (1988)Design, Implementation, and Wide Pilot Deployment of FitForAll: An Easy to use Exergaming Platform Improving Physical Fitness and Life Quality of Senior Citizens (2014)Usability and acceptability of balance exergames in older adults: A scoping review (2015)Handbook of the Psychology of Aging (2016)Acceptance of Virtual Reality Exergames Among Chinese Older Adults (2022)The theory of planned behavior (1991)Self-determination theory and the facilitation of intrinsic motivation, social development, and well-being. (2000)Efficacy of the Theory of Planned Behaviour: A meta‐analytic review (2001)Medication Management Apps: Usable by Older Adults? (2017)Technology for Remote Health Monitoring in an Older Population: A Role for Mobile Devices (2018)Aging and Information Technology Use (2009)Gerontechnology acceptance by elderly Hong Kong Chinese: a senior technology acceptance model (STAM) (2014)Survey research methods (2014)A Scoping Review of Digital Gaming Research Involving Older Adults Aged 85 and Older (2016)A Case Study on Co-designing Digital Games with Older Adults and Children: Game Elements, Assets, and Challenges (2020)Multidisciplinary Iterative Design of Exergames (MIDE): A Framework for Supporting the Design, Development, and Evaluation of Exergames for Health (2020)Digital Identity Levels in Older Learners: A New Focus for Sustainable Lifelong Education and Inclusion (2020)Understanding older adults’ attitudes toward mobile and wearable technologies to support health and cognition (2022)Design Principles to Accommodate Older Adults (2012)Domestic Robots for Older Adults: Attitudes, Preferences, and Potential (2013)A New Tool for Assessing Mobile Device Proficiency in Older Adults: The Mobile Device Proficiency Questionnaire (2016)Families in Poverty in the 1990s: Trends, Causes, Consequences, and Lessons Learned (2000)Responsive Design for Household Surveys: Tools for Actively Controlling Survey Errors and Costs (2006)Migration Selection, Protection, and Acculturation in Health: A Binational Perspective on Older Adults (2012)
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References

  • 2013Video game training enhances cognitive control in older adults1,665 cited
  • 2004Designing for Older Adults775 cited
  • 2007Digital game design for elderly users536 cited
  • 2010Designing for Older Adults396 cited
  • 2012Full-body motion-based game interaction for older adults311 cited
  • 1896Vital and Health Statistics188 cited
  • 2012Designing Training and Instructional Programs for Older Adults138 cited
  • 2012Putting Fun into Video Games for Older Adults90 cited
  • 2012Using Somatosensory Video Games to Promote Quality of Life for the Elderly with Disabilities49 cited
  • 2013Self-Management of Wellness and Illness in an Aging Population42 cited
  • 2011Designing Telehealth for an Aging Population: A Human Factors Perspective30 cited

Cited by

  • 2016Design Considerations for Technology Interventions to Support Social and Physical Wellness for Older Adults with Disability21 cited
  • 2019Older Adults’ Perceptions About Commercially Available Xbox Kinect Exergames11 cited

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