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Exposure to “Exergames” Increases Older Adults’ Perception of the Usefulness of Technology for Improving Health and Physical Activity: A Pilot Study
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Exposure to “Exergames” Increases Older Adults’ Perception of the Usefulness of Technology for Improving Health and Physical Activity: A Pilot Study (2015)Exposure to “Exergames” Increases Older A…What matters to older people with assisted living needs? A phenomenological analysis of the use and non-use of telehealth and telecare (2013)What matters to older people …Using the framework method for the analysis of qualitative data in multi-disciplinary health research (2013)Using the framework method fo…Older adults are mobile too!Identifying the barriers and facilitators to older adults’ use of mHealth for pain management (2013)Older adults are mobile too!I…Effectiveness and feasibility of virtual reality and gaming system use at home by older adults for enabling physical activity to improve health-related domains: a systematic review (2013)Effectiveness and feasibility…Perceptions of Technology among Older Adults (2012)Perceptions of Technology amo…Health Benefits of Digital Videogames for Older Adults: A Systematic Review of the Literature (2012)Health Benefits of Digital Vi…Applied Thematic Analysis (2012)Applied Thematic AnalysisOlder adults: Are they ready to adopt health-related ICT? (2011)Older adults: Are they ready …Maslow’s Hierarchy of Human Needs and the Adoption of Health-Related Technologies for Older Adults (2011)Maslow’s Hierarchy of Human N…Encyclopedia of Case Study Research (2010)Encyclopedia of Case Study Re…Encyclopedia of case study research (2010)Encyclopedia of case study re…Older Adults' Intrinsic and Extrinsic Motivation Toward Physical Activity (2008)Older Adults' Intrinsic and E…Older adults' attitudes towards and perceptions of ‘smart home’ technologies: a pilot study (2004)Older adults' attitudes towar…Five Misunderstandings About Case-Study Research (2004)Five Misunderstandings About …Older adults' use of information and communications technology in everyday life (2003)Older adults' use of informat…Educational Research: Planning, Conducting, and Evaluating Quantitative and Qualitative Research (2001)Educational Research: Plannin…Games for Change—A Comparative Systematic Review of Persuasive Strategies in Games for Behavior Change (2022)Games for Change—A Comparativ…A Bowling Exergame to Improve Functional Capacity in Older Adults: Co-Design, Development, and Testing to Compare the Progress of Playing Alone Versus Playing With Peers (2021)A Bowling Exergame to Improve…A Game-Based, Physical Activity Coaching Application for Older Adults: Design Approach and User Experience in Daily Life (2020)A Game-Based, Physical Activi…Towards Age-friendly Exergame Design (2019)Towards Age-friendly Exergame…Understanding older adults’ perceptions of and attitudes towards exergames (2017)Understanding older adults’ p…Keeping Users Engaged through Feature Updates (2017)Keeping Users Engaged through…Gamification through the Application of Motivational Affordances for Physical Activity Technology (2017)Gamification through the Appl…Exergames Designed for Older Adults: A Pilot Evaluation on Psychosocial Well-Being (2017)Exergames Designed for Older …Exergames and elderly: A non-systematic review of the literature (2017)Exergames and elderly: A non-…Three Approaches to Qualitative Content Analysis (2005)Member Checking (2016)The Discovery of Grounded Theory (2017)One size fits all? What counts as quality practice in (reflexive) thematic analysis? (2020)Toward good practice in thematic analysis: Avoiding common problems and be(com)ing a knowing researcher (2022)The Coding Manual for Qualitative Researchers (2025)Diffusion of Innovations (1963)Focus Groups: A Practical Guide for Applied Research (1989)PERSPECTIVE: Older Adults' Adoption of Technology: An Integrated Approach to Identifying Determinants and Barriers (2014)Smart homes and home health monitoring technologies for older adults: A systematic review (2016)A systematic review of the smart home literature: A user perspective (2018)Diffusion of Innovations 1 (2019)Perceived Usefulness, Perceived Ease of Use, and User Acceptance of Information Technology (1989)The theory of planned behavior (1991)User Acceptance of Information Technology: Toward A Unified View1 (2003)Older adults’ experiences and perceptions of digital technology: (Dis)empowerment, wellbeing, and inclusion (2015)Older people, assistive technologies, and the barriers to adoption: A systematic review (2016)From internet access to internet skills: digital inequality among older adults (2018)Being and Time (1927)Basics of Qualitative Research: Grounded Theory Procedures and Techniques. (1992)Basics of Qualitative Research: Grounded Theory Procedures and Techniques (1993)From Intervention to Co-constitution: New Directions in Theorizing about Aging and Technology (2018)Inclusion of Older Adults in the Research and Design of Digital Technology (2019)Digital Engagement of Older Adults: Scoping Review (2022)The Condition of Postmodernity (1991)Democracy in the digital age: challenges to political life in cyberspace (2000)Demographic and motivation variables associated with Internet usage activities (2001)The information aged: A qualitative study of older adults' use of information and communications technology (2004)The impact of aging on access to technology (2006)Outline of a Theory of Practice (1977)After the Fact (1995)Making Social Science Matter (2001)Case Study As a Research Method (2007)Theorising from case studies: Towards a pluralist future for international business research (2010)Mission-oriented innovation policies: challenges and opportunities (2018)Using Mixed-Methods Sequential Explanatory Design: From Theory to Practice (2005)A General Inductive Approach for Analyzing Qualitative Evaluation Data (2006)Qualitative Research Designs (2007)Constructing positive identities in ableist workplaces: Disabled employees’ discursive practices engaging with the discourse of lower productivity (2016)Exploratory Research (2020)Towards a comprehensive understanding of digital transformation in government: Analysis of flexibility and enterprise architecture (2020)Exploring the relative lack of impact of research on ‘ability grouping’ in England: a discourse analytic account (2016)Preregistering qualitative research (2019)Online Education and the COVID-19 Outbreak: A Case Study of Online Teaching during Lockdown (2021)Thematic Analysis (2017)Reflecting on reflexive thematic analysis (2019)
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References

  • 2001Educational Research: Planning, Conducting, and Evaluating Quantitative and Qualitative Research25,504 cited
  • 2004Five Misunderstandings About Case-Study Research14,229 cited
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  • 2012Applied Thematic Analysis7,919 cited
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  • 2003Older adults' use of information and communications technology in everyday life617 cited
  • 2011Older adults: Are they ready to adopt health-related ICT?586 cited
  • 2013What matters to older people with assisted living needs? A phenomenological analysis of the use and non-use of telehealth and telecare318 cited
  • 2012Perceptions of Technology among Older Adults300 cited
  • 2013Effectiveness and feasibility of virtual reality and gaming system use at home by older adults for enabling physical activity to improve health-related domains: a systematic review243 cited
  • 2013Older adults are mobile too!Identifying the barriers and facilitators to older adults’ use of mHealth for pain management215 cited
  • 2008Older Adults' Intrinsic and Extrinsic Motivation Toward Physical Activity

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195 cited
  • 2011Maslow’s Hierarchy of Human Needs and the Adoption of Health-Related Technologies for Older Adults150 cited
  • 2012Health Benefits of Digital Videogames for Older Adults: A Systematic Review of the Literature117 cited
  • Cited by

    • 2021A Bowling Exergame to Improve Functional Capacity in Older Adults: Co-Design, Development, and Testing to Compare the Progress of Playing Alone Versus Playing With Peers56 cited
    • 2017Keeping Users Engaged through Feature Updates52 cited
    • 2017Exergames Designed for Older Adults: A Pilot Evaluation on Psychosocial Well-Being51 cited
    • 2020A Game-Based, Physical Activity Coaching Application for Older Adults: Design Approach and User Experience in Daily Life46 cited
    • 2017Gamification through the Application of Motivational Affordances for Physical Activity Technology44 cited
    • 2017Understanding older adults’ perceptions of and attitudes towards exergames32 cited
    • 2022Games for Change—A Comparative Systematic Review of Persuasive Strategies in Games for Behavior Change32 cited
    • 2017Exergames and elderly: A non-systematic review of the literature19 cited
    • 2019Towards Age-friendly Exergame Design19 cited