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Designing a Digital Fitness Game System for Older Adults in Community Settings
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Designing a Digital Fitness Game System for Older Adults in Community Settings (2018)Designing a Digital Fitness Game System f…Exploring the relationship between technology acceptance model and usability test (2013)Exploring the relationship be…Exergame Design Guidelines for Enhancing Elderly’s Physical and Social Activities (2013)Exergame Design Guidelines fo…Game controllers for older adults (2012)Game controllers for older ad…Exergames For Elderly: Social exergames to persuade seniors to increase physical activity (2011)Exergames For Elderly: Social…Exergame design for elderly users (2010)Exergame design for elderly u…DanceAlong (2005)DanceAlongDesigning for Older Adults (2004)Designing for Older AdultsDesigning computer systems for older adults (2002)Designing computer systems fo…Task-Technology Fit and Individual Performance (1995)Task-Technology Fit and Indiv…User acceptance of information technology: system characteristics, user perceptions and behavioral impacts (1993)User acceptance of informatio…Perceived Usefulness, Perceived Ease of Use, and User Acceptance of Information Technology (1989)Perceived Usefulness, Perceiv…Belief, Attitude, Intention and Behavior: An Introduction to Theory and Research (1975)User Acceptance of Computer Technology: A Comparison of Two Theoretical Models (1989)The DeLone and McLean Model of Information Systems Success: A Ten-Year Update (2003)Trust and TAM in Online Shopping: An Integrated Model1 (2003)User Acceptance of Information Technology: Toward A Unified View1 (2003)Self-efficacy mechanism in human agency. (1982)A new criterion for assessing discriminant validity in variance-based structural equation modeling (2014)Digital game design for elderly users (2007)Design, Implementation, and Wide Pilot Deployment of FitForAll: An Easy to use Exergaming Platform Improving Physical Fitness and Life Quality of Senior Citizens (2014)Handbook of Aging and the Social Sciences (2016)Handbook of the Psychology of Aging (2016)When we talk about older people in HCI, who are we talking about? Towards a ‘turn to community’ in the design of technologies for a growing ageing population (2017)Close emotional relationships in late life: Further support for proactive aging in the social domain. (1994)The ELDer project (2000)Digital family portraits (2001)Wheelchair-based game design for older adults (2013)Cognitive Benefits of Social Dancing and Walking in Old Age: The Dancing Mind Randomized Controlled Trial (2016)A Theoretical Extension of the Technology Acceptance Model: Four Longitudinal Field Studies (2000)Can Coolness Predict Technology Adoption? Effects of Perceived Coolness on User Acceptance of Smartphones with Curved Screens (2015)Mobile payment is not all the same: The adoption of mobile payment systems depending on the technology applied (2018)Malaysian SMEs m-commerce adoption: TAM 3, UTAUT 2 and TOE approach (2021)A Theory of Social Comparison Processes (1954)Fish’n’Steps: Encouraging Physical Activity with an Interactive Computer Game (2006)Games for a better life (2009)Motivational Determinants of Exergame Participation for Older People in Assisted Living Facilities: Mixed-Methods Study (2017)User-Centered Design of Serious Games for Older Adults Following 3 Years of Experience With Exergames for Seniors: A Study Design (2017)Age and the complexity hypothesis. (1980)Age Differences in Computer Anxiety: The Role of Computer Experience, Gender and Education (1994)Silver surfers: Training and evaluating internet use among older adult learners (1999)Fat Finger Worries: How Older and Younger Users Physically Interact with PDAs (2005)Shared family calendars (2006)Considerations for the design of exergames (2007)Full-body motion-based game interaction for older adults (2012)MobileQuiz: A Serious Game for Enhancing the Physical and Cognitive Abilities of Older Adults (2014)Lessons Learned from Two Usability Studies of Digital Skiing Game with Elderly People in Finland and Japan (2017)Design of an Interactive Nostalgic Amusement Device with User-Friendly Tangible Interfaces for Improving the Health of Older Adults (2020)Factors predicting the use of technology: Findings from the center for research and education on aging and technology enhancement (create). (2006)Older adults talk technology: Technology usage and attitudes (2010)Survey research methods (2014)Understanding Information Technology Usage: A Test of Competing Models (1995)Determinants of Perceived Ease of Use: Integrating Control, Intrinsic Motivation, and Emotion into the Technology Acceptance Model (2000)Technology Acceptance Model 3 and a Research Agenda on Interventions (2008)
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References

  • 1989Perceived Usefulness, Perceived Ease of Use, and User Acceptance of Information Technology75,250 cited
  • 1995Task-Technology Fit and Individual Performance6,176 cited
  • 1993User acceptance of information technology: system characteristics, user perceptions and behavioral impacts4,840 cited
  • 2004Designing for Older Adults781 cited
  • 2011Exergames For Elderly: Social exergames to persuade seniors to increase physical activity151 cited
  • 2010Exergame design for elderly users146 cited
  • 2002Designing computer systems for older adults146 cited
  • 2013Exploring the relationship between technology acceptance model and usability test78 cited
  • 2005DanceAlong48 cited
  • 2013Exergame Design Guidelines for Enhancing Elderly’s Physical and Social Activities31 cited
  • 2012Game controllers for older adults24 cited

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