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From exergames to immersive virtual reality systems: serious games for supporting older adults
16 references·0 citing·53 second hop
From exergames to immersive virtual reality systems: serious games for supporting older adults (2021)From exergames to immersive virtual reali…Positive technology for elderly well-being: A review (2019)Positive technology for elder…The Social Effects of Exergames on Older Adults: Systematic Review and Metric Analysis (2018)The Social Effects of Exergam…Principles for fostering the transdisciplinary development of assistive technologies (2016)Principles for fostering the …Personalized and Adaptive Serious Games (2016)Personalized and Adaptive Ser…Is Participatory Design Associated with the Effectiveness of Serious Digital Games for Healthy Lifestyle Promotion? A Meta-Analysis (2016)Is Participatory Design Assoc…The influence of age in usability testing (2015)The influence of age in usabi…The Gameful World: approaches, issues, applications (2015)The Gameful World: approaches…Brain training with non-action video games enhances aspects of cognition in older adults: a randomized controlled trial (2014)Brain training with non-actio…A meta-analysis of serious digital games for healthy lifestyle promotion (2014)A meta-analysis of serious di…Video game training enhances cognitive control in older adults (2013)Video game training enhances …Serious games for health (2013)Serious games for healthDisentangling Fun and Enjoyment in Exergames Using an Expanded Design, Play, Experience Framework: A Narrative Review (2013)Disentangling Fun and Enjoyme…Exergames For Elderly: Social exergames to persuade seniors to increase physical activity (2011)Exergames For Elderly: Social…Taxonomy of exertion games (2008)Taxonomy of exertion gamesInitial Validation of a Virtual Environment for Assessment of Memory Functioning: Virtual Reality Cognitive Performance Assessment Test (2008)Initial Validation of a Virtu…Can training in a real-time strategy video game attenuate cognitive decline in older adults? 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References

  • 2013Video game training enhances cognitive control in older adults1,674 cited
  • 2008Can training in a real-time strategy video game attenuate cognitive decline in older adults?853 cited
  • 2014A meta-analysis of serious digital games for healthy lifestyle promotion414 cited
  • 2015The Gameful World: approaches, issues, applications333 cited
  • 2013Serious games for health325 cited
  • 2014Brain training with non-action video games enhances aspects of cognition in older adults: a randomized controlled trial189 cited
  • 2008Initial Validation of a Virtual Environment for Assessment of Memory Functioning: Virtual Reality Cognitive Performance Assessment Test172 cited
  • 2008Taxonomy of exertion games163 cited
  • 2015The influence of age in usability testing152 cited
  • 2016Personalized and Adaptive Serious Games152 cited
  • 2011Exergames For Elderly: Social exergames to persuade seniors to increase physical activity151 cited
  • 2018The Social Effects of Exergames on Older Adults: Systematic Review and Metric Analysis151 cited
  • 2016Is Participatory Design Associated with the Effectiveness of Serious Digital Games for Healthy Lifestyle Promotion? A Meta-Analysis138 cited
  • 2016Principles for fostering the transdisciplinary development of assistive technologies128 cited

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  • 2013Disentangling Fun and Enjoyment in Exergames Using an Expanded Design, Play, Experience Framework: A Narrative Review112 cited
  • 2019Positive technology for elderly well-being: A review101 cited
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