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Increasing Engagement in Elderly People through Tangible and Distributed User Interfaces
6 references·0 citing·25 second hop
Increasing Engagement in Elderly People through Tangible and Distributed User Interfaces (2014)Increasing Engagement in Elderly People t…Motivational Factors for Mobile Serious Games for Elderly Users (2012)Motivational Factors for Mobi…Digital game design for elderly users (2007)Digital game design for elder…The Motivational Pull of Video Games: A Self-Determination Theory Approach (2006)The Motivational Pull of Vide…GameFlow (2005)GameFlowVIDEO GAMES AND THE ELDERLY (1997)VIDEO GAMES AND THE ELDERLYWhat makes things fun to learn? heuristics for designing instructional computer games (1980)What makes things fun to lear…Intrinsic Motivation and Self-Determination in Human Behavior (1985)Self-determination theory and the facilitation of intrinsic motivation, social development, and well-being. (2000)The "What" and "Why" of Goal Pursuits: Human Needs and the Self-Determination of Behavior (2000)Gamification. using game-design elements in non-gaming contexts (2011)The benefits of playing video games. (2013)How gamification motivates: An experimental study of the effects of specific game design elements on psychological need satisfaction (2016)Motivational processes affecting learning. (1986)Designing for Older Adults (2004)Factors predicting the use of technology: Findings from the center for research and education on aging and technology enhancement (create). (2006)Demographic differences in perceived benefits from gamification (2014)Why do people play games? A meta-analysis (2017)The virtual reality hardware acceptance model (VR-HAM): Extending and individuating the technology acceptance model (TAM) for virtual reality hardware (2018)The Effects of Videogame Playing on the Response Selection Processing of Elderly Adults (1987)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)Computerized Cognitive Training in Cognitively Healthy Older Adults: A Systematic Review and Meta-Analysis of Effect Modifiers (2014)Flow: the psychology of optimal experience (1990)Flow. The Psychology of Optimal Experience. New York (HarperPerennial) 1990. (1990)Flow: The Psychology of Optimal Experience (1991)From game design elements to gamefulness (2011)A systematic literature review of empirical evidence on computer games and serious games (2012)Computer, Internet, and E-mail Use Among Older Adults: Benefits and Barriers (2008)Pervasive game design to evaluate social interaction effects on levels of physical activity among older adults (2019)Toward a Theory of Intrinsically Motivating Instruction* (1981)Gamifying learning experiences: Practical implications and outcomes (2013)
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References

  • 2006The Motivational Pull of Video Games: A Self-Determination Theory Approach3,386 cited
  • 2005GameFlow2,365 cited
  • 1980What makes things fun to learn? heuristics for designing instructional computer games758 cited
  • 2007Digital game design for elderly users536 cited
  • 1997VIDEO GAMES AND THE ELDERLY200 cited
  • 2012Motivational Factors for Mobile Serious Games for Elderly Users28 cited

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