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Understanding older adults’ perceptions of and attitudes towards exergames
12 references·6 citing·46 second hop
Understanding older adults’ perceptions of and attitudes towards exergames (2017)Understanding older adults’ perceptions o…Usability and acceptability of balance exergames in older adults: A scoping review (2015)Usability and acceptability o…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” Incre…Assessing seniors' user experience (UX) of exergames for balance training (2014)Assessing seniors' user exper…Putting Fun into Video Games for Older Adults (2012)Putting Fun into Video Games …Qualitative methods for health research (2009)Qualitative methods for healt…Games for a better life (2009)Games for a better lifeThe effects of video game playing on attention, memory, and executive control (2008)The effects of video game pla…Technology Acceptance Model 3 and a Research Agenda on Interventions (2008)Technology Acceptance Model 3…Can training in a real-time strategy video game attenuate cognitive decline in older adults? (2008)Can training in a real-time s…Qualitative inquiry and research design: choosing among five traditions. (1998)Qualitative inquiry and resea…User Acceptance of Computer Technology: A Comparison of Two Theoretical Models (1989)User Acceptance of Computer T…Perceived Usefulness, Perceived Ease of Use, and User Acceptance of Information Technology (1989)Perceived Usefulness, Perceiv…The Jade Gateway to Exergaming: How Socio-Cultural Factors Shape Exergaming Among East Asian Older Adults (2024)The Jade Gateway to Exergamin…Exergaming to Increase Physical Activity in Older Adults: Feasibility and Practical Implications (2024)Exergaming to Increase Physic…Older Adults’ and Clinicians’ Perspectives on a Smart Health Platform for the Aging Population: Design and Evaluation Study (2021)Older Adults’ and Clinicians’…Older adults and video gaming for leisure: Lessons from the Center for Research and Education on Aging and Technology Enhancement (CREATE) (2020)Older adults and video gaming…Design of health information and communication technologies for older adults (2020)Design of health information …Exploring Older Adults’ Video Game Use in the PRISM Computer System (2018)Exploring Older Adults’ Video…Belief, Attitude, Intention and Behavior: An Introduction to Theory and Research (1975)Self-efficacy mechanism in human agency. 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this work references cited by second hop

References

  • 1989Perceived Usefulness, Perceived Ease of Use, and User Acceptance of Information Technology68,271 cited
  • 1989User Acceptance of Computer Technology: A Comparison of Two Theoretical Models25,696 cited
  • 1998Qualitative inquiry and research design: choosing among five traditions.18,565 cited
  • 2008Technology Acceptance Model 3 and a Research Agenda on Interventions8,138 cited
  • 2009Qualitative methods for health research4,596 cited
  • 2008The effects of video game playing on attention, memory, and executive control993 cited
  • 2008Can training in a real-time strategy video game attenuate cognitive decline in older adults?853 cited
  • 2009Games for a better life153 cited
  • 2015Usability and acceptability of balance exergames in older adults: A scoping review121 cited
  • 2012Putting Fun into Video Games for Older Adults90 cited
  • 2015Exposure to “Exergames” Increases Older Adults’ Perception of the Usefulness of Technology for Improving Health and Physical Activity: A Pilot Study58 cited
  • 2014Assessing seniors' user experience (UX) of exergames for balance training42 cited

Cited by

  • 2024Exergaming to Increase Physical Activity in Older Adults: Feasibility and Practical Implications28 cited
  • 2021Older Adults’ and Clinicians’ Perspectives on a Smart Health Platform for the Aging Population: Design and Evaluation Study

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27 cited
  • 2020Older adults and video gaming for leisure: Lessons from the Center for Research and Education on Aging and Technology Enhancement (CREATE)21 cited
  • 2018Exploring Older Adults’ Video Game Use in the PRISM Computer System17 cited
  • 2020Design of health information and communication technologies for older adults16 cited
  • 2024The Jade Gateway to Exergaming: How Socio-Cultural Factors Shape Exergaming Among East Asian Older Adults11 cited