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How skill balancing impact the elderly player experience?
13 references·0 citing·52 second hop
How skill balancing impact the elderly player experience? (2016)How skill balancing impact the elderly pl…Video game training enhances cognitive control in older adults (2013)Video game training enhances …Is movement better?: comparing sedentary and motion-based game controls for older adults (2013)Is movement better?: comparin…Control your game-self (2013)Control your game-selfNeed Satisfaction Supportive Game Features as Motivational Determinants: An Experimental Study of a Self-Determination Theory Guided Exergame (2012)Need Satisfaction Supportive …Measuring the flow experience of gamers: An evaluation of the DFS-2 (2012)Measuring the flow experience…Game controllers for older adults (2012)Game controllers for older ad…Turning training into play: Embodied gaming, seniors, physical training and motivation (2011)Turning training into play: E…TableTalk Poker (2010)TableTalk PokerPersonality, motivation and video games (2010)Personality, motivation and v…Games for a better life (2009)Games for a better lifeThe Positive and Negative Affect Schedule (PANAS): Construct validity, measurement properties and normative data in a large non‐clinical sample (2004)The Positive and Negative Aff…Flow: The Psychology of Optimal Experience (1991)Flow: The Psychology of Optim…Psychometric Properties of the Intrinsic Motivation Inventory in a Competitive Sport Setting: A Confirmatory Factor Analysis (1989)Psychometric Properties of th…A very brief measure of the Big-Five personality domains (2003)Motivations for Play in Online Games (2006)The Motivational Pull of Video Games: A Self-Determination Theory Approach (2006)All about that Base (2015)Gamification User Types Hexad Scale (2016)InterViews: An introduction to qualitative research interviewing (1997)Qualitative Research in Health Care (2006)Designing and Conducting Mixed Methods Research (2007)Full-body motion-based game interaction for older adults (2012)“The Heart Game”: Using Gamification as Part of a Telerehabilitation Program for Heart Patients (2015)Moving Real Exergaming Engines on the Web: The webFitForAll Case Study in an Active and Healthy Ageing Living Lab Environment (2016)Flow: the psychology of optimal experience (1990)Cutoff criteria for fit indexes in covariance structure analysis: Conventional criteria versus new alternatives (1999)An update to the systematic literature review of empirical evidence of the impacts and outcomes of computer games and serious games (2015)Challenging games help students learn: An empirical study on engagement, flow and immersion in game-based learning (2015)Player–video game interaction: A systematic review of current concepts (2015)Best practices in exploratory factor analysis: four recommendations for getting the most from your analysis (2020)Self-discrepancy: A theory relating self and affect. 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References

  • 2004The Positive and Negative Affect Schedule (PANAS): Construct validity, measurement properties and normative data in a large non‐clinical sample2,965 cited
  • 1989Psychometric Properties of the Intrinsic Motivation Inventory in a Competitive Sport Setting: A Confirmatory Factor Analysis2,883 cited
  • 2013Video game training enhances cognitive control in older adults1,674 cited
  • 1991Flow: The Psychology of Optimal Experience1,023 cited
  • 2012Need Satisfaction Supportive Game Features as Motivational Determinants: An Experimental Study of a Self-Determination Theory Guided Exergame426 cited
  • 2009Games for a better life153 cited
  • 2012Measuring the flow experience of gamers: An evaluation of the DFS-2138 cited
  • 2010Personality, motivation and video games119 cited
  • 2013Control your game-self106 cited
  • 2011Turning training into play: Embodied gaming, seniors, physical training and motivation81 cited
  • 2013Is movement better?: comparing sedentary and motion-based game controls for older adults34 cited
  • 2010TableTalk Poker33 cited
  • 2012Game controllers for older adults24 cited

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