SZodixStudyAcademic Library
ShelvesOpen access
Study · an open academic library·Metadata from OpenAlex (CC0)·Shelves·OpenAlex metadata, de-duplicated
The Gamification of Cognitive Training: Older Adults’ Perceptions of and Attitudes Toward Digital Game-Based Interventions
13 references·4 citing·52 second hopsampled
The Gamification of Cognitive Training: Older Adults’ Perceptions of and Attitudes Toward Digital Game-Based Interventions (2016)The Gamification of Cognitive Training: O…Action video game training for cognitive enhancement (2015)Action video game training fo…Gaming preferences of aging generations (2014)Gaming preferences of aging g…Video Games as a Means to Reduce Age-Related Cognitive Decline: Attitudes, Compliance, and Effectiveness (2013)Video Games as a Means to Red…Video game training enhances cognitive control in older adults (2013)Video game training enhances …Computer Proficiency Questionnaire: Assessing Low and High Computer Proficient Seniors (2013)Computer Proficiency Question…Health Benefits of Digital Videogames for Older Adults: A Systematic Review of the Literature (2012)Health Benefits of Digital Vi…Serious games in prevention and rehabilitation—a new panacea for elderly people? (2011)Serious games in prevention a…Never Too Old to Play: The Appeal of Digital Games to an Older Audience (2010)Never Too Old to Play: The Ap…Senior gamers: Preferences, motivations and needs (2009)Senior gamers: Preferences, m…Enrichment Effects on Adult Cognitive Development (2008)Enrichment Effects on Adult C…Factors predicting the use of technology: Findings from the center for research and education on aging and technology enhancement (create). (2006)Factors predicting the use of…User Acceptance of Information Technology: Toward A Unified View1 (2003)User Acceptance of Informatio…User Acceptance of Computer Technology: A Comparison of Two Theoretical Models (1989)User Acceptance of Computer T…A Systematic Review of the Effect of Gamification on Adherence Across Disciplines (2021)A Systematic Review of the Ef…Exploring Predictors of Mobile Device Proficiency Among Older Adults (2017)Exploring Predictors of Mobil…Evidence for Narrow Transfer after Short-Term Cognitive Training in Older Adults (2017)Evidence for Narrow Transfer …Human Aspects of IT for the Aged Population. Design for Aging (2016)Human Aspects of IT for the A…Manual for Raven's progressive matrices and vocabulary scales (1998)Novelty Interventions to Enhance Broad Cognitive Abilities and Prevent Dementia (2013)Cognitive enhancement in video game players: The role of video game genre (2014)Action Video Game Training for Healthy Adults: A Meta-Analytic Study (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)Belief, Attitude, Intention and Behavior: An Introduction to Theory and Research (1975)Understanding Attitudes and Predicting Social Behavior (1980)Self-efficacy mechanism in human agency. (1982)A Theoretical Extension of the Technology Acceptance Model: Four Longitudinal Field Studies (2000)The coming acceleration of global population ageing (2008)Older adults talk technology: Technology usage and attitudes (2010)Technology, Gaming, and Social Networking (2015)Measuring Senior Technology Acceptance: Development of a Brief, 14-Item Scale (2020)The role of internet self-efficacy, innovativeness and technology avoidance in breadth of internet use: Comparing older technology experts and non-experts (2020)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)Perceived Usefulness, Perceived Ease of Use, and User Acceptance of Information Technology (1989)The theory of planned behavior (1991)Consumer Acceptance and Use of Information Technology: Extending the Unified Theory of Acceptance and Use of Technology1 (2012)A new criterion for assessing discriminant validity in variance-based structural equation modeling (2014)Older Adults' Reasons for Using Technology while Aging in Place (2015)Diffusion of Innovations 1 (2019)Self-efficacy: the exercise of control (1997)Self-Efficacy: The Exercise of Control (1999)The role of positive emotions in positive psychology: The broaden-and-build theory of positive emotions. (2001)Perceived social isolation and cognition (2009)A theoretical framework for the study of adult cognitive plasticity. (2010)Aging Well and the Environment: Toward an Integrative Model and Research Agenda for the Future (2012)The uses of mass communications : current perspectives on gratifications research (1975)Uses and Gratifications Theory in the 21st Century (2000)Media Effects (2009)Exploring persistence in gaming: The role of self-determination and social identity (2014)To dwell among gamers: Investigating the relationship between social online game use and gaming-related friendships (2014)The Changing Face of Video Games and Video Gamers: Future Directions in the Scientific Study of Video Game Play and Cognitive Performance (2017)The CES-D Scale (1977)Older Adults Perceptions of Technology and Barriers to Interacting with Tablet Computers: A Focus Group Study (2017)Understanding factors influencing the adoption of mHealth by the elderly: An extension of the UTAUT model (2017)The Principles of Psychology (1891)New Conceptualizations of Practice: Common Principles in Three Paradigms Suggest New Concepts for Training (1992)Is working memory training effective? A meta-analytic review. (2012)eSports: A new window on neurocognitive expertise? (2018)Using Video Games to Improve Capabilities in Decision Making and Cognitive Skill: A Literature Review (2021)Mechanisms underlying training-induced cognitive change (2022)
this work references cited by second hop· second hop is a sample of the most-cited connections

References

  • 2003User Acceptance of Information Technology: Toward A Unified View144,945 cited
  • 1989User Acceptance of Computer Technology: A Comparison of Two Theoretical Models25,696 cited
  • 2006Factors predicting the use of technology: Findings from the center for research and education on aging and technology enhancement (create).2,100 cited
  • 2013Video game training enhances cognitive control in older adults1,665 cited
  • 2008Enrichment Effects on Adult Cognitive Development1,486 cited
  • 2010Never Too Old to Play: The Appeal of Digital Games to an Older Audience235 cited
  • 2013Computer Proficiency Questionnaire: Assessing Low and High Computer Proficient Seniors230 cited
  • 2011Serious games in prevention and rehabilitation—a new panacea for elderly people?211 cited
  • 2013Video Games as a Means to Reduce Age-Related Cognitive Decline: Attitudes, Compliance, and Effectiveness181 cited
  • 2015Action video game training for cognitive enhancement161 cited
  • 2009Senior gamers: Preferences, motivations and needs158 cited
  • 2012Health Benefits of Digital Videogames for Older Adults: A Systematic Review of the Literature117 cited
  • 2014Gaming preferences of aging generations67 cited

Cited by

  • 2017Evidence for Narrow Transfer after Short-Term Cognitive Training in Older Adults

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

63 cited
  • 2021A Systematic Review of the Effect of Gamification on Adherence Across Disciplines35 cited
  • 2016Human Aspects of IT for the Aged Population. Design for Aging15 cited
  • 2017Exploring Predictors of Mobile Device Proficiency Among Older Adults12 cited