SZodixStudyAcademic Library
ShelvesOpen access
Study · an open academic library·Metadata from OpenAlex (CC0)·Shelves·OpenAlex metadata, de-duplicated
Benefits of Digital Gameplay for Older Adults: Does Game Type Make a Difference?
16 references·0 citing·46 second hop
Benefits of Digital Gameplay for Older Adults: Does Game Type Make a Difference? (2019)Benefits of Digital Gameplay for Older Ad…Video game training to improve selective visual attention in older adults (2013)Video game training to improv…Video game training enhances cognitive control in older adults (2013)Video game training enhances …Successful aging through digital games: Socioemotional differences between older adult gamers and Non-gamers (2013)Successful aging through digi…Problematic computer game use among adolescents, younger and older adults (2012)Problematic computer game use…The Influence of Perceptual Training on Working Memory in Older Adults (2010)The Influence of Perceptual T…Never Too Old to Play: The Appeal of Digital Games to an Older Audience (2010)Never Too Old to Play: The Ap…A casual revolution: reinventing video games and their players (2010)A casual revolution: reinvent…Senior gamers: Preferences, motivations and needs (2009)Senior gamers: Preferences, m…Games for a better life (2009)Games for a better lifeThe Link between Successful Aging and Serious Leisure (2008)The Link between Successful A…Digital game design for elderly users (2007)Digital game design for elder…Cognition, technology and games for the elderly: An introduction to ELDERGAMES Project (2006)Cognition, technology and gam…Successful Aging (1998)Successful AgingVIDEO GAMES AND THE ELDERLY (1997)VIDEO GAMES AND THE ELDERLYJoystick Nation: How Videogames Ate Our Quarters, Won Our Hearts, and Rewired Our Minds (1997)Joystick Nation: How Videogam…The Art of Computer Game Design (1984)The Art of Computer Game Desi…Beyond boredom and anxiety (1975)The Aggression Questionnaire. (1992)Cutoff criteria for fit indexes in covariance structure analysis: Conventional criteria versus new alternatives (1999)Internet Gaming Disorder: Investigating the Clinical Relevance of a New Phenomenon (2016)Problematic Use of Social Networking Sites: Antecedents and Consequence from a Dual-System Theory Perspective (2016)Prevalence of internet gaming disorder in adolescents: A meta‐analysis across three decades (2018)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? A meta-analysis (2017)The Effects of Videogame Playing on the Response Selection Processing of Elderly Adults (1987)Beyond Self-Selection in Video Game Play: An Experimental Examination of the Consequences of Massively Multiplayer Online Role-Playing Game Play (2007)Brain Training Game Improves Executive Functions and Processing Speed in the Elderly: A Randomized Controlled Trial (2012)Effects of video-game play on information processing: A meta-analytic investigation (2013)Development and validation of a geriatric depression screening scale: A preliminary report (1982)Statistical Methods for Meta-Analysis (1988)The MOS 36-item short-form health survey (SF-36). I. Conceptual framework and item selection. (1992)Computerized Cognitive Training in Cognitively Healthy Older Adults: A Systematic Review and Meta-Analysis of Effect Modifiers (2014)How Does it STAC Up? Revisiting the Scaffolding Theory of Aging and Cognition (2014)Do “Brain-Training” Programs Work? (2016)Implications of perceptual deterioration for cognitive aging research. (2000)F.I.M. Craik, & T.A. Salthouse (Eds.) The Handbook of Aging and Cognition (2nd ed.). Mahwah, NJ: Lawrence Erlbaum, 2000. (2001)Brain plasticity and functional losses in the aged: scientific bases for a novel intervention (2006)Principles of Neuroplasticity-Based Rehabilitation (2013)Brain training with non-action video games enhances aspects of cognition in older adults: a randomized controlled trial (2014)Enhancing Cognitive Abilities with Comprehensive Training: A Large, Online, Randomized, Active-Controlled Trial (2015)The uses of mass communications : current perspectives on gratifications research (1975)Uses and Gratifications Theory in the 21st Century (2000)Media Effects (2009)Exploring persistence in gaming: The role of self-determination and social identity (2014)To dwell among gamers: Investigating the relationship between social online game use and gaming-related friendships (2014)The Changing Face of Video Games and Video Gamers: Future Directions in the Scientific Study of Video Game Play and Cognitive Performance (2017)Creative Player Actions in FPS Online Video Games - Playing Counter-Strike. (2002)Cognition and Literacy in Massively Multiplayer Online Games (2008)Studying the Impact of Using Multimedia Interactive Programs on Children's Ability to Learn Basic Math Skills (2013)The game, the player, the world: looking for a heart of gameness (2003)Fundamental Components of the Gameplay Experience: Analysing Immersion (2005)Unit Operations: An Approach to Videogame Criticism (2006)Do you identify as a gamer? Gender, race, sexuality, and gamer identity (2011)The Gamification of Advertising: Analysis and Research Directions of In-Game Advertising, Advergames, and Advertising in Social Network Games (2013)Player Types: A Meta-synthesis (2014)A Short Scale for Measuring Loneliness in Large Surveys (2004)Definitions and Predictors of Successful Aging: A Comprehensive Review of Larger Quantitative Studies (2006)Enrichment Effects on Adult Cognitive Development (2008)
this work references cited by second hop

References

  • 1998Successful Aging4,278 cited
  • 2013Video game training enhances cognitive control in older adults1,665 cited
  • 1984The Art of Computer Game Design919 cited
  • 2010A casual revolution: reinventing video games and their players884 cited
  • 2007Digital game design for elderly users536 cited
  • 2012Problematic computer game use among adolescents, younger and older adults419 cited
  • 2010The Influence of Perceptual Training on Working Memory in Older Adults240 cited
  • 2010Never Too Old to Play: The Appeal of Digital Games to an Older Audience235 cited
  • 1997Joystick Nation: How Videogames Ate Our Quarters, Won Our Hearts, and Rewired Our Minds230 cited
  • 1997VIDEO GAMES AND THE ELDERLY200 cited
  • 2006Cognition, technology and games for the elderly: An introduction to ELDERGAMES Project183 cited
  • 2013Successful aging through digital games: Socioemotional differences between older adult gamers and Non-gamers166 cited
  • 2013Video game training to improve selective visual attention in older adults159 cited
  • 2009Senior gamers: Preferences, motivations and needs158 cited
  • 2009Games for a better life153 cited

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

2008
The Link between Successful Aging and Serious Leisure
152 cited

Cited by

No citing works inside the corpus for this window.