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Design and Evaluation of User-Centered Exergames for Patients With Multiple Sclerosis: Multilevel Usability and Feasibility Studies
16 references·0 citing·46 second hop
Design and Evaluation of User-Centered Exergames for Patients With Multiple Sclerosis: Multilevel Usability and Feasibility Studies (2021)Design and Evaluation of User-Centered Ex…Motivational Determinants of Exergame Participation for Older People in Assisted Living Facilities: Mixed-Methods Study (2017)Motivational Determinants of …Personalized and Adaptive Serious Games (2016)Personalized and Adaptive Ser…First Person vs. Third Person Perspective in Digital Games (2015)First Person vs. Third Person…Training principles to advance expertise (2014)Training principles to advanc…Recommendations for the Optimal Design of Exergame Interventions for Persons with Disabilities: Challenges, Best Practices, and Future Research (2014)Recommendations for the Optim…Qualitative Content Analysis: Theoretical Background and Procedures (2014)Qualitative Content Analysis:…Framework for personalized and adaptive game-based training programs in health sport (2014)Framework for personalized an…Understanding age and technology experience differences in use of prior knowledge for everyday technology interactions (2012)Understanding age and technol…Advances in Flow Research (2012)Advances in Flow ResearchInteractive Games to Promote Behavior Change in Prevention and Treatment (2011)Interactive Games to Promote …Exergame design for elderly users (2010)Exergame design for elderly u…Movement-based sports video games: Investigating motivation and gaming experience (2009)Movement-based sports video g…Measuring and defining the experience of immersion in games (2008)Measuring and defining the ex…Considerations for the design of exergames (2007)Considerations for the design…GameFlow (2005)GameFlowFlow in sports: The keys to optimal experiences and performances. (1999)Flow in sports: The keys to o…Content Analysis: An Introduction to its Methodology. (1984)Basics of Qualitative Research: Grounded Theory Procedures and Techniques. (1992)Designing and Conducting Mixed Methods Research (2007)Qualitative Content Analysis (2016)Qualitative Text Analysis: A Systematic Approach (2019)Sustainability through digital transformation: A systematic literature review for research guidance (2022)Beyond boredom and anxiety (1975)What makes things fun to learn? heuristics for designing instructional computer games (1980)Taxonomy of exertion games (2008)Serious games for health (2010)The Discovery of Grounded Theory; Strategies for Qualitative Research (1968)The Discovery of Grounded Theory: Strategies for Qualitative Research. (1968)Flow: the psychology of optimal experience (1990)Designing for Exertion (2015)FroggyBobby: An exergame to support children with motor problems practicing motor coordination exercises during therapeutic interventions (2015)Analysis of the applicability and utility of a gamified didactics with exergames at primary schools: Qualitative findings from a natural experiment (2020)Flow: The Psychology of Optimal Experience (1991)Time Flies When You’re Having Fun: Cognitive Absorption and Beliefs About Information Technology Usage1 (2000)Engagement in digital entertainment games: A systematic review (2011)An update to the systematic literature review of empirical evidence of the impacts and outcomes of computer games and serious games (2015)Gameplay Engagement and Learning in Game-Based Learning (2015)Flow. The Psychology of Optimal Experience. New York (HarperPerennial) 1990. (1990)Designing games with a purpose (2008)The benefits of playing video games. (2013)Digital game design for elderly users (2007)Designing and evaluating digital games for frail elderly persons (2011)Design, Implementation, and Wide Pilot Deployment of FitForAll: An Easy to use Exergaming Platform Improving Physical Fitness and Life Quality of Senior Citizens (2014)Handbook of Aging and the Social Sciences (2016)Handbook of the Psychology of Aging (2016)When we talk about older people in HCI, who are we talking about? Towards a ‘turn to community’ in the design of technologies for a growing ageing population (2017)A grounded investigation of game immersion (2004)The Motivational Pull of Video Games: A Self-Determination Theory Approach (2006)The Convergence of Player Experience Questionnaires (2016)The Chieti Affective Action Videos database, a resource for the study of emotions in psychology (2020)The Effects of Sensory Cues on Immersive Experiences for Fostering Technology-Assisted Sustainable Behavior: A Systematic Review (2022)A technology acceptance model for empirically testing new end-user information systems : theory and results (1985)A model for types and levels of human interaction with automation (2000)Entertainment Computing and Serious Games (2016)Towards a customizable immersive virtual reality serious game for earthquake emergency training (2020)Effects of adaptive scaffolding on performance, cognitive load and engagement in game-based learning: a randomized controlled trial (2024)From strengths use to work performance: The role of harmonious passion, subjective vitality, and concentration (2014)The relation of flow-experience and physiological arousal under stress — Can u shape it? (2014)The neuroscience of positive emotions and affect: Implications for cultivating happiness and wellbeing (2020)Long and Short Measures of Flow: The Construct Validity of the FSS-2, DFS-2, and New Brief Counterparts (2008)A systematic review of the experience, occurrence, and controllability of flow states in elite sport (2012)A systematic review of the intrapersonal correlates of motivational climate perceptions in sport and physical activity (2014)
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References

  • 2014Qualitative Content Analysis: Theoretical Background and Procedures2,336 cited
  • 2005GameFlow2,122 cited
  • 2008Measuring and defining the experience of immersion in games2,018 cited
  • 1999Flow in sports: The keys to optimal experiences and performances.461 cited
  • 2007Considerations for the design of exergames371 cited
  • 2012Advances in Flow Research258 cited
  • 2015First Person vs. Third Person Perspective in Digital Games174 cited
  • 2009Movement-based sports video games: Investigating motivation and gaming experience163 cited
  • 2016Personalized and Adaptive Serious Games152 cited
  • 2010Exergame design for elderly users146 cited
  • 2017Motivational Determinants of Exergame Participation for Older People in Assisted Living Facilities: Mixed-Methods Study124 cited
  • 2011Interactive Games to Promote Behavior Change in Prevention and Treatment112 cited
  • 2014Recommendations for the Optimal Design of Exergame Interventions for Persons with Disabilities: Challenges, Best Practices, and Future Research69 cited
  • 2014Framework for personalized and adaptive game-based training programs in health sport66 cited
  • 2012Understanding age and technology experience differences in use of prior knowledge for everyday technology interactions

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61 cited
  • 2014Training principles to advance expertise57 cited
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