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Application of Game Therapy in the Health of Future Elderly: An Experience Design Perspective
11 references·0 citing·46 second hop
Application of Game Therapy in the Health of Future Elderly: An Experience Design Perspective (2020)Application of Game Therapy in the Health…Trends in digital game-based learning in the mobile era: a systematic review of journal publications from 2007 to 2016 (2018)Trends in digital game-based …When Japanese elderly people play a Finnish physical exercise game: a usability study (2016)When Japanese elderly people …Video Game Therapy for Emotional Regulation and Impulsivity Control in a Series of Treated Cases with Bulimia Nervosa (2013)Video Game Therapy for Emotio…Successful aging through digital games: Socioemotional differences between older adult gamers and Non-gamers (2013)Successful aging through digi…How to Analyse Therapeutic Games: The Player / Game / Therapy Model (2012)How to Analyse Therapeutic Ga…Videogame Addiction and its Treatment (2009)Videogame Addiction and its T…Online Video Game Therapy for Mental Health Concerns: A Review (2008)Online Video Game Therapy for…Cognition, technology and games for the elderly: An introduction to ELDERGAMES Project (2006)Cognition, technology and gam…Technology as experience (2004)Technology as experienceA meta-analysis of play therapy outcomes (2001)A meta-analysis of play thera…Expressive Art Therapy Techniques: Healing the Soul Through Creativity (1997)Expressive Art Therapy Techni…Flow: the psychology of optimal experience (1990)Intrinsic and Extrinsic Motivations: Classic Definitions and New Directions (2000)Rules of Play: Game Design Fundamentals (2003)A Game Design Method for Therapeutic Games (2016)Processes and Models for Serious Game Design and Development (2016)The Game Between Game Theory and Gaming Simulations: Design Choices (2019)Transtheoretical therapy: Toward a more integrative model of change. (1982)A ‘components’ model of addiction within a biopsychosocial framework (2005)Social Interactions in Massively Multiplayer Online Role-Playing Gamers (2007)Beyond the fascination of online-games: Probing addictive behavior and depression in the world of online-gaming (2010)Gaming Addiction, Gaming Engagement, and Psychological Health Complaints Among Norwegian Adolescents (2013)Video game addiction in emerging adulthood: Cross-sectional evidence of pathology in video game addicts as compared to matched healthy controls (2017)Computers in the human services (1979)Toward a Theory of Intrinsically Motivating Instruction* (1981)A Comparison of Video Modeling with In Vivo Modeling for Teaching Children with Autism (2000)The role of psychology in understanding the impact of computer games (2011)Role of Video Games in Improving Health-Related Outcomes (2012)A meta-analysis of serious digital games for healthy lifestyle promotion (2014)The CES-D Scale (1977)Development and validation of brief measures of positive and negative affect: The PANAS scales. (1988)Development and validation of brief measures of positive and negative affect: The PANAS scales. (1988)Video game training enhances cognition of older adults: A meta-analytic study. (2014)The use and acceptance of new media entertainment technology by elderly users: development of an expanded technology acceptance model (2015)Use of Information and Communication Technology (ICT) Devices Among the Oldest-Old: Loneliness, Anomie, and Autonomy (2020)Manual for the State-Trait Anxiety Inventory (1970)Video game training enhances cognitive control in older adults (2013)Eating Disorder Inventory (2017)Neurocognitive Treatments for Eating Disorders and Obesity (2017)Varieties of attention (1984)The handbook of aging and cognition (1992)The processing-speed theory of adult age differences in cognition. (1996)Never Too Old to Play: The Appeal of Digital Games to an Older Audience (2010)A Review of Gamification for Health-Related Contexts (2014)Ethics and acceptance of smart homes for older adults (2021)Poetry in therapy: A way to heal for trauma survivors and clients in recovery from addiction (2006)The Helpfulness of Holistic Arts–Based Group Work with Children Living in Foster Care (2009)Using Creative Arts in Trauma Therapy: The Neuroscience of Healing (2019)CHILD‐CENTERED PLAY THERAPY IN THE SCHOOLS: REVIEW AND META‐ANALYSIS (2014)Cognitive‐Behavioral Play Therapy (2015)The Development of Play (2015)A systematic review of mobile game-based learning in STEM education (2020)Impacts of augmented reality and a digital game on students’ science learning with reflection prompts in multimedia learning (2020)Gamification in EFL/ESL instruction: A systematic review of empirical research (2023)A Typology of Technology‐Enhanced Tourism Experiences (2013)Understanding Customer Experience Throughout the Customer Journey (2016)Consumer and Object Experience in the Internet of Things: An Assemblage Theory Approach (2017)
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References

  • 2004Technology as experience1,013 cited
  • 2009Videogame Addiction and its Treatment236 cited
  • 2001A meta-analysis of play therapy outcomes219 cited
  • 2008Online Video Game Therapy for Mental Health Concerns: A Review194 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
  • 2018Trends in digital game-based learning in the mobile era: a systematic review of journal publications from 2007 to 2016160 cited
  • 2013Video Game Therapy for Emotional Regulation and Impulsivity Control in a Series of Treated Cases with Bulimia Nervosa69 cited
  • 1997Expressive Art Therapy Techniques: Healing the Soul Through Creativity53 cited
  • 2012How to Analyse Therapeutic Games: The Player / Game / Therapy Model52 cited
  • 2016When Japanese elderly people play a Finnish physical exercise game: a usability study32 cited

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