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Effects of Social Interaction Mechanics in Pervasive Games on the Physical Activity Levels of Older Adults: Quasi-Experimental Study
16 references·1 citing·52 second hop
Effects of Social Interaction Mechanics in Pervasive Games on the Physical Activity Levels of Older Adults: Quasi-Experimental Study (2019)Effects of Social Interaction Mechanics i…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 …Examining Motivations to Play Pokémon GO and Their Influence on Perceived Outcomes and Physical Activity (2017)Examining Motivations to Play…Older Adults’ Digital Gameplay (2016)Older Adults’ Digital GameplayPervasive gaming: Status, trends and design principles (2015)Pervasive gaming: Status, tre…Mobile game design for the elderly: A study with focus on the motivation to play (2015)Mobile game design for the el…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…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…Digital game design for elderly users (2007)Digital game design for elder…D3.3 : Game Experience Questionnaire:development of a self-report measure to assess the psychological impact of digital games (2007)D3.3 : Game Experience Questi…The Relation of Social Isolation, Loneliness, and Social Support to Disease Outcomes Among the Elderly (2006)The Relation of Social Isolat…Social Interaction, Loneliness, and Emotional Well-Being among the Elderly (1987)Social Interaction, Lonelines…Homo Ludens: A Study of the Play-Element in Culture. 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(1980)Social Relationships and Health (1988)Social and emotional support and its implication for health (2008)Social Disconnectedness, Perceived Isolation, and Health among Older Adults (2009)The Epidemiology of Social Isolation: National Health and Aging Trends Study (2018)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)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)The SF-36 Health Survey Questionnaire: Is it Suitable for use with Older Adults? (1995)Designing for dynamic diversity (2002)Research-derived web design guidelines for older people (2005)VirtualGym: A kinect-based system for seniors exercising at home (2018)Playability and Player Experience in Digital Games for Elderly: A Systematic Literature Review (2020)Conceptual Ambiguity Surrounding Gamification and Serious Games in Health Care: Literature Review and Development of Game-Based Intervention Reporting Guidelines (GAMING) (2021)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)Identity and agency in cultural worlds (1999)Games, Motivation, and Learning: A Research and Practice Model (2002)Gamification in theory and action: A survey (2014)Measuring the experience of digital game enjoyment (2008)Shared Fun Is Doubled Fun: Player Enjoyment as a Function of Social Setting (2008)More than a feeling: Measurement of sonic user experience and psychophysiology in a first-person shooter game (2010)
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References

  • 1951Homo Ludens: A Study of the Play-Element in Culture.6,561 cited
  • 2006The Relation of Social Isolation, Loneliness, and Social Support to Disease Outcomes Among the Elderly775 cited
  • 2013Learning to use new technologies by older adults: Perceived difficulties, experimentation behaviour and usability606 cited
  • 2007Digital game design for elderly users536 cited
  • 2007D3.3 : Game Experience Questionnaire:development of a self-report measure to assess the psychological impact of digital games265 cited
  • 1987Social Interaction, Loneliness, and Emotional Well-Being among the Elderly260 cited
  • 2011Exergames For Elderly: Social exergames to persuade seniors to increase physical activity151 cited
  • 2017Motivational Determinants of Exergame Participation for Older People in Assisted Living Facilities: Mixed-Methods Study124 cited
  • 2015Mobile game design for the elderly: A study with focus on the motivation to play105 cited
  • 2017User-Centered Design of Serious Games for Older Adults Following 3 Years of Experience With Exergames for Seniors: A Study Design97 cited
  • 2017What Older People Like to Play: Genre Preferences and Acceptance of Casual Games91 cited
  • 2015Pervasive gaming: Status, trends and design principles85 cited
  • 2009Eldergames project: An innovative mixed reality table-top solution to preserve cognitive functions in elderly people74 cited

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2016
Older Adults’ Digital Gameplay
71 cited
  • 2017Examining Motivations to Play Pokémon GO and Their Influence on Perceived Outcomes and Physical Activity69 cited
  • 2015Exposure to “Exergames” Increases Older Adults’ Perception of the Usefulness of Technology for Improving Health and Physical Activity: A Pilot Study58 cited
  • Cited by

    • 2023Meaningful learning: motivations of older adults in serious games22 cited