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Video Games and Outdoor Physical Activity for the Elderly: Applications of the HybridPLAY Technology
4 references·1 citing·23 second hop
Video Games and Outdoor Physical Activity for the Elderly: Applications of the HybridPLAY Technology (2018)Video Games and Outdoor Physical Activity…Position Statement on Active Outdoor Play (2015)Position Statement on Active …Pervasive gaming: Status, trends and design principles (2015)Pervasive gaming: Status, tre…Therapeutic Uses of Active Videogames: A Systematic Review (2014)Therapeutic Uses of Active Vi…Persuading older adults to socialize and exercise through ambient games (2012)Persuading older adults to so…Content Analysis of Basic Accessibility Features in 30 Top Played Video Games (2025)Content Analysis of Basic Acc…The Social Connectedness of Older Adults: A National Profile (2008)Ambient Awareness to Strengthen the Family Social Network of Older Adults (2012)Preferred reporting items for systematic reviews and meta-analyses: the PRISMA statement (2009)Preferred Reporting Items for Systematic Reviews and Meta-Analyses: The PRISMA Statement (2009)Preferred reporting items for systematic reviews and meta-analyses: the PRISMA Statement. (2009)Outdoor risky play and healthy child development in the shadow of the “risk society”: A forest and nature school perspective (2017)Cross sectional associations of screen time and outdoor play with social skills in preschool children (2018)Systematic review of the correlates of outdoor play and time among children aged 3-12 years (2021)Exergames for Physical Education Courses: Physical, Social, and Cognitive Benefits (2011)Is the Nintendo Wii Fit really acceptable to older people?: a discrete choice experiment (2011)Role of Video Games in Improving Health-Related Outcomes (2012)Do active video games benefit the motor skill development of non-typically developing children and adolescents: A systematic review (2017)Commercial video games as a resource for mental health: A systematic literature review (2021)Escape from Oblivion: A 3D Hack and Slash Survival Horror Video Game for Promoting Awareness of Persistent Depressive Disorder (2022)The Measurement of Observer Agreement for Categorical Data (1977)Age Differences and Changes in Reaction Time: The Baltimore Longitudinal Study of Aging (1994)Web content accessibility guidelines 1.0 (2001)GameFlow (2005)Game Design Workshop (2008)The dynamics of crowdfunding: An exploratory study (2013)Prime Example Ingress Reframing the Pervasive Game Design Framework (PGDF) (2017)User discomfort while using a virtual reality headset as a personal viewing system for text-intensive office tasks (2020)Designing a Tangible User Interface (TUI) for the Elderly Based on Their Motivations and Game Elements (2023)
this work references cited by second hop

References

  • 2015Position Statement on Active Outdoor Play473 cited
  • 2014Therapeutic Uses of Active Videogames: A Systematic Review108 cited
  • 2015Pervasive gaming: Status, trends and design principles85 cited
  • 2012Persuading older adults to socialize and exercise through ambient games28 cited

Cited by

  • 2025Content Analysis of Basic Accessibility Features in 30 Top Played Video Games1 cited

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