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Reflective and Reflexive Stress Responses of Older Adults to Three Gaming Experiences In Relation to Their Cognitive Abilities: Mixed Methods Crossover Study
16 references·2 citing·47 second hop
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(2008)Can training in a real-time s…Digital game design for elderly users (2007)Digital game design for elder…A fuzzy physiological approach for continuously modeling emotion during interaction with play technologies (2007)A fuzzy physiological approac…Emotions and Interpersonal Relationships: Toward a Person‐Centered Conceptualization of Emotions and Coping (2005)Emotions and Interpersonal Re…Measures in Health Psychology: A User's Portfolio (1995)Measures in Health Psychology…The relationship between coping and emotion: Implications for theory and research (1988)The relationship between copi…Stress, appraisal, and coping (1985)Stress, appraisal, and copingDeveloping a Measure of Loneliness (1978)Developing a Measure of Lonel…Virtual reality as a possible aged care technology – opportunities and prejudices from older persons and their caregivers in a qualitative study (2025)Virtual reality as a possible…Double-Bind of Recruitment of Older Adults Into Studies of Successful Aging via Assistive Information and Communication Technologies: Mapping Review (2022)Double-Bind of Recruitment of…Motivational processes affecting learning. 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References

  • 1985Stress, appraisal, and coping31,975 cited
  • 1978Developing a Measure of Loneliness2,078 cited
  • 2013Video game training enhances cognitive control in older adults1,665 cited
  • 1995Measures in Health Psychology: A User's Portfolio1,300 cited
  • 1988The relationship between coping and emotion: Implications for theory and research868 cited
  • 2008Can training in a real-time strategy video game attenuate cognitive decline in older adults?853 cited
  • 2005Emotions and Interpersonal Relationships: Toward a Person‐Centered Conceptualization of Emotions and Coping777 cited
  • 2007A fuzzy physiological approach for continuously modeling emotion during interaction with play technologies538 cited
  • 2007Digital game design for elderly users536 cited
  • 2014Video game training enhances cognition of older adults: A meta-analytic study.309 cited
  • 2010Never Too Old to Play: The Appeal of Digital Games to an Older Audience235 cited
  • 2011Computer-Based, Personalized Cognitive Training versus Classical Computer Games: A Randomized Double-Blind Prospective Trial of Cognitive Stimulation210 cited
  • 2014Shallow Gamification208 cited
  • 2013On methodological standards in training and transfer experiments189 cited
  • 2013

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Video Games as a Means to Reduce Age-Related Cognitive Decline: Attitudes, Compliance, and Effectiveness
181 cited
  • 2015Action video game training for cognitive enhancement161 cited
  • Cited by

    • 2025Virtual reality as a possible aged care technology – opportunities and prejudices from older persons and their caregivers in a qualitative study11 cited
    • 2022Double-Bind of Recruitment of Older Adults Into Studies of Successful Aging via Assistive Information and Communication Technologies: Mapping Review11 cited