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Pervasive game design to evaluate social interaction effects on levels of physical activity among older adults
16 references·2 citing·51 second hop
Pervasive game design to evaluate social interaction effects on levels of physical activity among older adults (2019)Pervasive game design to evaluate social …What Older People Like to Play: Genre Preferences and Acceptance of Casual Games (2017)What Older People Like to Pla…User-Centered Design of Serious Games for Older Adults Following 3 Years of Experience With Exergames for Seniors: A Study Design (2017)User-Centered Design of Serio…Motivational Determinants of Exergame Participation for Older People in Assisted Living Facilities: Mixed-Methods Study (2017)Motivational Determinants of …Older Adults’ Digital Gameplay (2016)Older Adults’ Digital GameplayPervasive gaming: Status, trends and design principles (2015)Pervasive gaming: Status, tre…Moral Identity and Developmental Theory (2015)Moral Identity and Developmen…Mobile game design for the elderly: A study with focus on the motivation to play (2015)Mobile game design for the el…The older player of digital games: A classification based on perceived need satisfaction (2014)The older player of digital g…Learning to use new technologies by older adults: Perceived difficulties, experimentation behaviour and usability (2013)Learning to use new technolog…Exergames For Elderly: Social exergames to persuade seniors to increase physical activity (2011)Exergames For Elderly: Social…Eldergames project: An innovative mixed reality table-top solution to preserve cognitive functions in elderly people (2009)Eldergames project: An innova…The Art of Game Design (2008)The Art of Game DesignDigital game design for elderly users (2007)Digital game design for elder…Self-determination theory and the facilitation of intrinsic motivation, social development, and well-being. (2000)Self-determination theory and…Social Interaction, Loneliness, and Emotional Well-Being among the Elderly (1987)Social Interaction, Lonelines…Homo Ludens: A Study of the Play-Element in Culture. (1951)Homo Ludens: A Study of the P…Meaningful learning: motivations of older adults in serious games (2023)Meaningful learning: motivati…Effects of Social Interaction Mechanics in Pervasive Games on the Physical Activity Levels of Older Adults: Quasi-Experimental Study (2019)Effects of Social Interaction…Motivational processes affecting learning. (1986)Designing for Older Adults (2004)Factors predicting the use of technology: Findings from the center for research and education on aging and technology enhancement (create). (2006)Full-body motion-based game interaction for older adults (2012)Social Support and “Playing Around” (2015)Why do people play games? 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(2005)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)Design, Implementation, and Wide Pilot Deployment of FitForAll: An Easy to use Exergaming Platform Improving Physical Fitness and Life Quality of Senior Citizens (2014)Identity : Youth and Crisis. 1968 (1968)Falsification and the Methodology of Scientific Research Programmes (1976)The curiosity and exploration inventory-II: Development, factor structure, and psychometrics (2009)Short- and long-term benefits of cognitive training (2011)Review of 99 self-report measures for assessing well-being in adults: exploring dimensions of well-being and developments over time (2016)Intrinsic and extrinsic motivation : the search for optimal motivation and performance (2000)A Theory of Fun for Game Design (2004)Engagement in digital entertainment games: A systematic review (2011)A Gamification Framework for Cognitive Assessment and Cognitive Training: Qualitative Study (2021)Motivations of playing digital games: A review and research agenda (2021)Serious Gaming for Behaviour Change: A Systematic Review (2022)A Purposeful Approach to the Constant Comparative Method in the Analysis of Qualitative Interviews (2002)GameFlow (2005)Measuring and defining the experience of immersion in games (2008)Play provides social connection for older adults with serious mental illness: A grounded theory analysis of a 10-week exergame intervention (2018)A Bowling Exergame to Improve Functional Capacity in Older Adults: Co-Design, Development, and Testing to Compare the Progress of Playing Alone Versus Playing With Peers (2021)Effects of exergame and video game training on cognitive and physical function in older adults: A randomized controlled trial (2022)The psychology of interpersonal relations. 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References

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74 cited
  • 2016Older Adults’ Digital Gameplay71 cited
  • 2014The older player of digital games: A classification based on perceived need satisfaction58 cited
  • Cited by

    • 2019Effects of Social Interaction Mechanics in Pervasive Games on the Physical Activity Levels of Older Adults: Quasi-Experimental Study23 cited
    • 2023Meaningful learning: motivations of older adults in serious games22 cited