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Acceptance, Usability and Health Applications of Virtual Worlds by Older Adults: A Feasibility Study
12 references·6 citing·42 second hop
Acceptance, Usability and Health Applications of Virtual Worlds by Older Adults: A Feasibility Study (2016)Acceptance, Usability and Health Applicat…Video game training enhances cognition of older adults: A meta-analytic study. (2014)Video game training enhances …Information Technology Acceptance in Health Information Management (2013)Information Technology Accept…Health Benefits of Digital Videogames for Older Adults: A Systematic Review of the Literature (2012)Health Benefits of Digital Vi…Development of a Health Information Technology Acceptance Model Using Consumers’ Health Behavior Intention (2012)Development of a Health Infor…Exergames For Elderly: Social exergames to persuade seniors to increase physical activity (2011)Exergames For Elderly: Social…Opportunities for People with Disabilities in the Virtual World of Second Life (2010)Opportunities for People with…The Technology Acceptance Model: Its past and its future in health care (2009)The Technology Acceptance Mod…A Survey of Health-Related Activities on Second Life (2009)A Survey of Health-Related Ac…The Relation of Social Isolation, Loneliness, and Social Support to Disease Outcomes Among the Elderly (2006)The Relation of Social Isolat…User Acceptance of Information Technology: Toward A Unified View1 (2003)User Acceptance of Informatio…Perceived Usefulness, Perceived Ease of Use, and User Acceptance of Information Technology (1989)Perceived Usefulness, Perceiv…Belief, Attitude, Intention and Behavior: An Introduction to Theory and Research (1975)Belief, Attitude, Intention a…Virtual reality as a possible aged care technology – opportunities and prejudices from older persons and their caregivers in a qualitative study (2025)Virtual reality as a possible…A scoping review on human-centered design approaches and considerations in the design of technologies for loneliness and social isolation in older adults (2024)A scoping review on human-cen…Design and Evaluation of Personalized Services to Foster Active Aging: The Experience of Technology Pre-Validation in Italian Pilots (2023)Design and Evaluation of Pers…The Technology Acceptance Model and Older Adults’ Exercise Intentions—A Systematic Literature Review (2022)The Technology Acceptance Mod…Acceptance of different design exergames in elders (2018)Acceptance of different desig…Developing virtual environments for older users: Case studies of virtual environments iteratively developed for older users and people with dementia (2017)Developing virtual environmen…Self-efficacy mechanism in human agency. 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(2008)Playing for Real (2008)Reality is broken: why games make us better and how they can change the world (2012)Beyond Entertainment (2015)The Pikachu effect: Social and health gaming motivations lead to greater benefits of Pokémon GO use (2017)Gamification for Older Adults: A Systematic Literature Review (2020)Factors influencing acceptance of technology for aging in place: A systematic review (2014)A Systematic Review of the Technology Acceptance Model in Health Informatics (2018)The roles of initial trust and perceived risk in public’s acceptance of automated vehicles (2018)Diffusion of Innovations 1 (2019)The theory of planned behavior (1991)Consumer Acceptance and Use of Information Technology: Extending the Unified Theory of Acceptance and Use of Technology1 (2012)Older Adults' Reasons for Using Technology while Aging in Place (2015)Social Support as a Moderator of Life Stress (1976)The revised UCLA Loneliness Scale: Concurrent and discriminant validity evidence. (1980)Social Relationships and Health (1988)Need for belonging, relationship satisfaction, loneliness, and life satisfaction (2008)Social isolation, loneliness and depression in young adulthood: a behavioural genetic analysis (2016)The Epidemiology of Social Isolation: National Health and Aging Trends Study (2018)A Theory of Social Comparison Processes (1954)Fish’n’Steps: Encouraging Physical Activity with an Interactive Computer Game (2006)Games for a better life (2009)Design, Implementation, and Wide Pilot Deployment of FitForAll: An Easy to use Exergaming Platform Improving Physical Fitness and Life Quality of Senior Citizens (2014)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)Statistical Methods for Meta-Analysis (1988)Operating Characteristics of a Rank Correlation Test for Publication Bias (1994)Bias in meta-analysis detected by a simple, graphical test (1997)Virtual(ly) Athletes: Where eSports Fit Within the Definition of “Sport” (2016)Neural Basis of Video Gaming: A Systematic Review (2017)Cognitive Training Does Not Enhance General Cognition (2018)The Ethics of Internet Research (2008)Fostering collaborative learning in Second Life: Metaphors and affordances (2010)Exploring the Potential of Web 2.0 to Address Health Disparities (2011)Common method biases in behavioral research: A critical review of the literature and recommended remedies. (2003)Analyzing older users’ home telehealth services acceptance behavior—applying an Extended UTAUT model (2016)Influences of the Industry 4.0 Revolution on the Human Capital Development and Consumer Behavior: A Systematic Review (2020)Technology Acceptance in Healthcare: A Systematic Review (2021)
this work references cited by second hop

References

  • 1989Perceived Usefulness, Perceived Ease of Use, and User Acceptance of Information Technology68,271 cited
  • 2003User Acceptance of Information Technology: Toward A Unified View144,945 cited
  • 1975Belief, Attitude, Intention and Behavior: An Introduction to Theory and Research36,736 cited
  • 2009The Technology Acceptance Model: Its past and its future in health care2,664 cited
  • 2006The Relation of Social Isolation, Loneliness, and Social Support to Disease Outcomes Among the Elderly725 cited
  • 2012Development of a Health Information Technology Acceptance Model Using Consumers’ Health Behavior Intention474 cited
  • 2014Video game training enhances cognition of older adults: A meta-analytic study.309 cited
  • 2009A Survey of Health-Related Activities on Second Life185 cited
  • 2011Exergames For Elderly: Social exergames to persuade seniors to increase physical activity151 cited
  • 2012Health Benefits of Digital Videogames for Older Adults: A Systematic Review of the Literature117 cited
  • 2013Information Technology Acceptance in Health Information Management60 cited
  • 2010Opportunities for People with Disabilities in the Virtual World of Second Life41 cited

Cited by

  • 2018Acceptance of different design exergames in elders31 cited
  • 2023Design and Evaluation of Personalized Services to Foster Active Aging: The Experience of Technology Pre-Validation in Italian Pilots

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23 cited
  • 2022The Technology Acceptance Model and Older Adults’ Exercise Intentions—A Systematic Literature Review21 cited
  • 2017Developing virtual environments for older users: Case studies of virtual environments iteratively developed for older users and people with dementia15 cited
  • 2024A scoping review on human-centered design approaches and considerations in the design of technologies for loneliness and social isolation in older adults14 cited
  • 2025Virtual reality as a possible aged care technology – opportunities and prejudices from older persons and their caregivers in a qualitative study11 cited