SZodixStudyAcademic Library
ShelvesOpen access
Study · an open academic library·Metadata from OpenAlex (CC0)·Shelves·OpenAlex metadata, de-duplicated
Playing for a Real Bonus: Videogames to Empower Elderly People
16 references·4 citing·50 second hop
Playing for a Real Bonus: Videogames to Empower Elderly People (2008)Playing for a Real Bonus: Videogames to E…Training and Maintaining Memory Abilities in Healthy Older Adults: Traditional and Novel Approaches (2007)Training and Maintaining Memo…Everyday Problem Solving and Emotion (2007)Everyday Problem Solving and …Video game values: Human–computer interaction and games (2006)Video game values: Human–comp…Memory enhancement in healthy older adults using a brain plasticity-based training program: A randomized, controlled study (2006)Memory enhancement in healthy…Cognition, technology and games for the elderly: An introduction to ELDERGAMES Project (2006)Cognition, technology and gam…Age Invaders: Inter-generational Mixed Reality Family Game (2006)Age Invaders: Inter-generatio…Unobtrusive Monitoring of Computer Interactions to Detect Cognitive Status in Elders (2004)Unobtrusive Monitoring of Com…Nostalgia (2003)NostalgiaLeisure as a Resource in Transcending Negative Life Events: Self-Protection, Self-Restoration, and Personal Transformation (2002)Leisure as a Resource in Tran…Does Engagement With Life Enhance Survival of Elderly People in Sweden? The Role of Social and Leisure Activities (2001)Does Engagement With Life Enh…The continuing effects of substantively complex work on the intellectual functioning of older workers. (1999)The continuing effects of sub…VIDEO GAMES AND THE ELDERLY (1997)VIDEO GAMES AND THE ELDERLYA compendium of neuropsychological tests: administration, norms, and commentary (1991)A compendium of neuropsycholo…The Effects of Videogame Playing on the Response Selection Processing of Elderly Adults (1987)The Effects of Videogame Play…The Satisfaction With Life Scale (1985)The Satisfaction With Life Sc…The CES-D Scale (1977)The CES-D ScaleBenefits of Digital Gameplay for Older Adults: Does Game Type Make a Difference? (2019)Benefits of Digital Gameplay …Involving Older Adults in Designing Interactive Technology (2015)Involving Older Adults in Des…Videogames as Therapy (2013)Videogames as TherapyImprovement in Cognitive Therapies Aimed at the Elderly Using a Mixed-Reality Tool Based on Tangram Game (2012)Improvement in Cognitive Ther…LISREL 7 : user's reference guide (1989)Testing Structural Equation Models. (1995)Structural Equation Modeling: Concepts, Issues, and Applications (1997)Heritability estimates versus large environmental effects: The IQ paradox resolved. (2001)Personality Psychology and Economics (2011)The benefits associated with volunteering among seniors: A critical review and recommendations for future research. (2014)Language Comprehension in Language-Learning Impaired Children Improved with Acoustically Modified Speech (1996)The processing-speed theory of adult age differences in cognition. (1996)Exercising your brain: A review of human brain plasticity and training-induced learning. (2008)Aging, Training, and the Brain: A Review and Future Directions (2009)Computerized Cognitive Training with Older Adults: A Systematic Review (2012)Older Adults' Reasons for Using Technology while Aging in Place (2015)The nature of human values (1973)Mind in Society: The Development of Higher Psychological Processes (1978)Qualitative Data Analysis: An Expanded Sourcebook (1994)Playability: analysing user experience in video games (2012)Player–video game interaction: A systematic review of current concepts (2015)The Effects of Sensory Cues on Immersive Experiences for Fostering Technology-Assisted Sustainable Behavior: A Systematic Review (2022)A new scale of social desirability independent of psychopathology. (1960)A RATING SCALE FOR DEPRESSION (1960)An Inventory for Measuring Depression (1961)A Global Measure of Perceived Stress (1983)Individual differences in two emotion regulation processes: Implications for affect, relationships, and well-being. (2003)The benefits of being present: Mindfulness and its role in psychological well-being. (2003)Social and emotional patterns in adulthood: Support for socioemotional selectivity theory. (1992)Successful Aging (1998)Social Relationships and Mortality Risk: A Meta-analytic Review (2010)Social Relationships and Mortality Risk: A Meta-analytic Review (2010)How leisure activities affect health: a narrative review and multi-level theoretical framework of mechanisms of action (2021)Vocal affect expression: A review and a model for future research. (1986)At the Intersection of Emotion and Cognition (2005)Effects of aging on experimentally instructed detached reappraisal, positive reappraisal, and emotional behavior suppression. (2009)Gender and age differences in emotion regulation strategies and their relationship to depressive symptoms (2011)An inconvenienced youth? Ageism and its potential intergenerational roots. (2012)Improving memory performance in the aged through mnemonic training: A meta-analytic study. (1992)New visions of the aging mind and brain (2002)Computer and Internet Use in the United States: 2003 (2005)Far transfer in cognitive training of older adults (2009)Memory training interventions for older adults: A meta-analysis (2012)Video Games for Well-Being: A Systematic Review on the Application of Computer Games for Cognitive and Emotional Training in the Adult Population (2018)Society and the Adolescent Self-Image (1965)Social Indicators of Well-Being (1976)Subjective Well-Being (1984)Handbook of Positive Psychology (2001)Psychological testing and psychological assessment: A review of evidence and issues. (2001)Trail Making Test A and B: Normative data stratified by age and education (2003)The Stroop Color and Word Test (2017)Leisure and health: why is leisure therapeutic? (2005)Planning for environmental justice in an urban national park (2009)Handbook of Tourism and Quality-of-Life Research (2012)
this work references cited by second hop

References

  • 1977The CES-D Scale53,239 cited
  • 1985The Satisfaction With Life Scale31,725 cited
  • 1991A compendium of neuropsychological tests: administration, norms, and commentary6,120 cited
  • 2006Memory enhancement in healthy older adults using a brain plasticity-based training program: A randomized, controlled study679 cited
  • 2002Leisure as a Resource in Transcending Negative Life Events: Self-Protection, Self-Restoration, and Personal Transformation518 cited
  • 2007Everyday Problem Solving and Emotion493 cited
  • 1999The continuing effects of substantively complex work on the intellectual functioning of older workers.435 cited
  • 2001Does Engagement With Life Enhance Survival of Elderly People in Sweden? The Role of Social and Leisure Activities298 cited
  • 2007Training and Maintaining Memory Abilities in Healthy Older Adults: Traditional and Novel Approaches242 cited
  • 2006Video game values: Human–computer interaction and games226 cited
  • 1997VIDEO GAMES AND THE ELDERLY200 cited
  • 1987The Effects of Videogame Playing on the Response Selection Processing of Elderly Adults186 cited
  • 2006Cognition, technology and games for the elderly: An introduction to ELDERGAMES Project183 cited
  • 2004Unobtrusive Monitoring of Computer Interactions to Detect Cognitive Status in Elders117 cited

Only edges whose both ends are imported exist here. Widen the year window, or show the whole map. Back to the work

  • 2003Nostalgia59 cited
  • 2006Age Invaders: Inter-generational Mixed Reality Family Game54 cited
  • Cited by

    • 2013Videogames as Therapy30 cited
    • 2019Benefits of Digital Gameplay for Older Adults: Does Game Type Make a Difference?14 cited
    • 2015Involving Older Adults in Designing Interactive Technology12 cited
    • 2012Improvement in Cognitive Therapies Aimed at the Elderly Using a Mixed-Reality Tool Based on Tangram Game9 cited