SZodixStudyAcademic Library
ShelvesOpen access
Study · an open academic library·Metadata from OpenAlex (CC0)·Shelves·OpenAlex metadata, de-duplicated
Custom-designed motion-based games for older adults: A review of literature in human-computer interaction
13 references·1 citing·50 second hop
Custom-designed motion-based games for older adults: A review of literature in human-computer interaction (2014)Custom-designed motion-based games for ol…Full-body motion-based game interaction for older adults (2012)Full-body motion-based game i…Considerations for technology that support physical activity by older adults (2012)Considerations for technology…Turning training into play: Embodied gaming, seniors, physical training and motivation (2011)Turning training into play: E…Serious games in prevention and rehabilitation—a new panacea for elderly people? (2011)Serious games in prevention a…Exergames For Elderly: Social exergames to persuade seniors to increase physical activity (2011)Exergames For Elderly: Social…Designing and evaluating digital games for frail elderly persons (2011)Designing and evaluating digi…Exergame effectiveness (2010)Exergame effectivenessGames for a better life (2009)Games for a better lifeWalk 2 Win: Towards Designing a Mobile Game for Elderly’s Social Engagement (2008)Walk 2 Win: Towards Designing…Digital game design for elderly users (2007)Digital game design for elder…Fish’n’Steps: Encouraging Physical Activity with an Interactive Computer Game (2006)Fish’n’Steps: Encouraging Phy…Age Invaders: Inter-generational Mixed Reality Family Game (2006)Age Invaders: Inter-generatio…DanceAlong (2005)DanceAlongAssistive Technology for Elderly People: State of the Art Review and Future Research Agenda (2022)Assistive Technology for Elde…Attachment and Loss, Volume I: Attachment (1970)Computer games for the elderly (1990)World Population Prospects The 2006 Revision (2007)A game a day keeps the doctor away: a short review of computer games in mental healthcare. (2008)Playing for a Real Bonus: Videogames to Empower Elderly People (2008)Pervasive gaming: Status, trends and design principles (2015)Self-efficacy mechanism in human agency. (1982)The transtheoretical model of behavior change: a meta-analysis of applications to physical activity and exercise (2001)An Overview of Serious Games (2014)Deconstructing gamification: evaluating the effectiveness of continuous measurement, virtual rewards, and social comparison for promoting physical activity (2014)Digital Behaviour Change Interventions to Break and Form Habits (2018)InterViews: An introduction to qualitative research interviewing (1997)Qualitative Research in Health Care (2006)Designing and Conducting Mixed Methods Research (2007)“The Heart Game”: Using Gamification as Part of a Telerehabilitation Program for Heart Patients (2015)Design Strategies for Gamified Physical Activity Applications for Older Adults (2016)Moving Real Exergaming Engines on the Web: The webFitForAll Case Study in an Active and Healthy Ageing Living Lab Environment (2016)The Theory of Planned Behavior: A Review of its Applications to Health-Related Behaviors (1996)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)Playing for Real (2008)Recommendations for the use of Serious Games in people with Alzheimer's Disease, related disorders and frailty (2014)Assessment of cognitive instrumental activities of daily living: a systematic review (2019)Therapeutic and Preventive Use of Video Games in Child and Adolescent Psychiatry: A Systematic Review (2020)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)Social Support and “Playing Around” (2015)Why do people play games? A meta-analysis (2017)Game Design Workshop (2008)Fundamentals of game design (2010)Game Design for Older Adults: Effects of Age-Related Changes on Structural Elements of Digital Games (2012)Systematic Review and Validation of the Game Experience Questionnaire (GEQ) - Implications for Citation and Reporting Practice (2018)A systematic review of gamification techniques applied to elderly care (2020)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)Society and the Adolescent Self-Image (1965)The Hawthorne effect: A reconsideration of the methodological artifact. (1984)UCLA Loneliness Scale (Version 3): Reliability, Validity, and Factor Structure (1996)The Social Effects of Exergames on Older Adults: Systematic Review and Metric Analysis (2018)Interventions to reduce social isolation and loneliness during COVID-19 physical distancing measures: A rapid systematic review (2021)A Theory of Social Comparison Processes (1954)Motivational Determinants of Exergame Participation for Older People in Assisted Living Facilities: Mixed-Methods Study (2017)User-Centered Design of Serious Games for Older Adults Following 3 Years of Experience With Exergames for Seniors: A Study Design (2017)Conceptualizing E-leisure (2012)Examining Motivations to Play Pokémon GO and Their Influence on Perceived Outcomes and Physical Activity (2017)Motivational strategies and approaches for single and multi-player exergames: a social perspective (2019)
this work references cited by second hop

References

  • 2006Fish’n’Steps: Encouraging Physical Activity with an Interactive Computer Game853 cited
  • 2007Digital game design for elderly users536 cited
  • 2012Full-body motion-based game interaction for older adults311 cited
  • 2011Serious games in prevention and rehabilitation—a new panacea for elderly people?211 cited
  • 2009Games for a better life153 cited
  • 2011Exergames For Elderly: Social exergames to persuade seniors to increase physical activity151 cited
  • 2011Designing and evaluating digital games for frail elderly persons133 cited
  • 2010Exergame effectiveness112 cited
  • 2011Turning training into play: Embodied gaming, seniors, physical training and motivation81 cited
  • 2006Age Invaders: Inter-generational Mixed Reality Family Game54 cited
  • 2012Considerations for technology that support physical activity by older adults50 cited
  • 2008Walk 2 Win: Towards Designing a Mobile Game for Elderly’s Social Engagement49 cited
  • 2005DanceAlong48 cited

Cited by

  • 2022Assistive Technology for Elderly People: State of the Art Review and Future Research Agenda23 cited

Only edges whose both ends are imported exist here. Widen the year window, or show the whole map. Back to the work