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Exploring Older Adults’ Video Game Use in the PRISM Computer System
16 references·1 citing·55 second hop
Exploring Older Adults’ Video Game Use in the PRISM Computer System (2018)Exploring Older Adults’ Video Game Use in…Shipley Institute of Living Scale (2017)Shipley Institute of Living S…Improving Social Support for Older Adults Through Technology: Findings From the PRISM Randomized Controlled Trial (2016)Improving Social Support for …To dwell among gamers: Investigating the relationship between social online game use and gaming-related friendships (2014)To dwell among gamers: Invest…Gerontechnology acceptance by elderly Hong Kong Chinese: a senior technology acceptance model (STAM) (2014)Gerontechnology acceptance by…Gamification in theory and action: A survey (2014)Gamification in theory and ac…Video Games as a Means to Reduce Age-Related Cognitive Decline: Attitudes, Compliance, and Effectiveness (2013)Video Games as a Means to Red…Computer Proficiency Questionnaire: Assessing Low and High Computer Proficient Seniors (2013)Computer Proficiency Question…Putting Fun into Video Games for Older Adults (2012)Putting Fun into Video Games …Selective review of cognitive aging (2010)Selective review of cognitive…Never Too Old to Play: The Appeal of Digital Games to an Older Audience (2010)Never Too Old to Play: The Ap…Designing meaningful play within the psycho-social context of older adults (2010)Designing meaningful play wit…Senior gamers: Preferences, motivations and needs (2009)Senior gamers: Preferences, m…The Truth About Baby Boomer Gamers (2008)The Truth About Baby Boomer G…A very brief measure of the Big-Five personality domains (2003)A very brief measure of the B…Predictors of crossword puzzle proficiency and moderators of age-cognition relations. (1999)Predictors of crossword puzzl…VALIDITY OF THE TRAIL MAKING TEST AS AN INDICATOR OF ORGANIC BRAIN DAMAGE (1958)VALIDITY OF THE TRAIL MAKING …Prediction of the use of mobile device interfaces in the progressive aging process with the model of Fitts’ law (2020)Prediction of the use of mobi…Belief, Attitude, Intention and Behavior: An Introduction to Theory and Research (1975)User Acceptance of Computer Technology: A Comparison of Two Theoretical Models (1989)User Acceptance of Information Technology: Toward A Unified View1 (2003)Aging barriers influencing mobile health usability for older adults: A literature based framework (MOLD-US) (2018)Health monitoring through wearable technologies for older adults: Smart wearables acceptance model (2018)Barriers and facilitators to health technology adoption by older adults with chronic diseases: an integrative systematic review (2024)The relation of the Trail Making Test to organic brain damage. 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References

  • 2003A very brief measure of the Big-Five personality domains8,303 cited
  • 1958VALIDITY OF THE TRAIL MAKING TEST AS AN INDICATOR OF ORGANIC BRAIN DAMAGE7,933 cited
  • 2014Gamification in theory and action: A survey2,509 cited
  • 2010Selective review of cognitive aging1,165 cited
  • 2014Gerontechnology acceptance by elderly Hong Kong Chinese: a senior technology acceptance model (STAM)677 cited
  • 2016Improving Social Support for Older Adults Through Technology: Findings From the PRISM Randomized Controlled Trial468 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
  • 2013Video Games as a Means to Reduce Age-Related Cognitive Decline: Attitudes, Compliance, and Effectiveness181 cited
  • 2017Shipley Institute of Living Scale174 cited
  • 2009Senior gamers: Preferences, motivations and needs158 cited
  • 2008The Truth About Baby Boomer Gamers156 cited
  • 2014To dwell among gamers: Investigating the relationship between social online game use and gaming-related friendships148 cited
  • 2010Designing meaningful play within the psycho-social context of older adults133 cited
  • 1999

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Predictors of crossword puzzle proficiency and moderators of age-cognition relations.
110 cited
  • 2012Putting Fun into Video Games for Older Adults90 cited
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    • 2020Prediction of the use of mobile device interfaces in the progressive aging process with the model of Fitts’ law16 cited