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Serious Games to Improve the Physical Health of the Elderly: A Categorization Scheme
9 references·3 citing·49 second hop
Serious Games to Improve the Physical Health of the Elderly: A Categorization Scheme (2011)Serious Games to Improve the Physical Hea…Serious games for rehabilitation: A survey and a classification towards a taxonomy (2010)Serious games for rehabilitat…Investigating Sociability and Affective Responses of Elderly Users through Digitally-Mediated Exercises: A Case of the Nintendo Wii (2010)Investigating Sociability and…Exergame design for elderly users (2010)Exergame design for elderly u…Eldergames project: An innovative mixed reality table-top solution to preserve cognitive functions in elderly people (2009)Eldergames project: An innova…Digital game design for elderly users (2007)Digital game design for elder…Introducing human-centered research to game design (2006)Introducing human-centered re…Cognition, technology and games for the elderly: An introduction to ELDERGAMES Project (2006)Cognition, technology and gam…VIDEO GAMES AND THE ELDERLY (1997)VIDEO GAMES AND THE ELDERLYComputer games for the elderly (1990)Computer games for the elderlyAdaptive exergames to support active aging: An action research study (2016)Adaptive exergames to support…Design of exergames with the collaborative participation of older adults (2013)Design of exergames with the …Augmented reality & gesture-based architecture in games for the elderly. (2013)Augmented reality & gesture-b…Serious Games: Games That Educate, Train, and Inform (2005)Serious Games : An Overview (2007)Serious games for health (2013)Serious games for rehabilitation: Gestural interaction in personalized gamified exercises through a recommender system (2019)The Purpose of Play (2021)Computer Games for the Frail Elderly (1983)The Effects of Videogame Playing on the Response Selection Processing of Elderly Adults (1987)Age invaders: social and physical inter-generational mixed reality family entertainment (2008)Principles for the wise use of computers by children (2009)Never Too Old to Play: The Appeal of Digital Games to an Older Audience (2010)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 Art of Computer Game Design (1984)How Users Matter (2003)Rules of Play: Game Design Fundamentals (2003)Designing for collaboration: a study in intergenerational social game design (2011)What health topics older adults want to track (2013)Social media prediction: a literature review (2019)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)Flow: the psychology of optimal experience (1990)Flow: The Psychology of Optimal Experience (1991)Memory enhancement in healthy older adults using a brain plasticity-based training program: A randomized, controlled study (2006)Technology and Fun for a Happy Old Age (2013)Does familiarity affect the enjoyment of touchscreen games for people with dementia? (2016)A Gamification Framework for Cognitive Assessment and Cognitive Training: Qualitative Study (2021)Health Promotion by Social Cognitive Means (2004)Principles of canonical action research (2004)Modeling Health Behavior Change: How to Predict and Modify the Adoption and Maintenance of Health Behaviors (2008)Belief, Attitude, Intention and Behavior: An Introduction to Theory and Research (1975)Perceived Usefulness, Perceived Ease of Use, and User Acceptance of Information Technology (1989)Personal Computing Acceptance Factors in Small Firms: A Structural Equation Model1 (1997)Defining sociability and social presence in Social TV (2013)Research on a Community-based Platform for Promoting Health and Physical Fitness in the Elderly Community (2013)Varieties of attention (1984)The handbook of aging and cognition (1992)The processing-speed theory of adult age differences in cognition. (1996)A Review of Gamification for Health-Related Contexts (2014)Ethics and acceptance of smart homes for older adults (2021)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)
this work references cited by second hop

References

  • 2007Digital game design for elderly users536 cited
  • 2010Serious games for rehabilitation: A survey and a classification towards a taxonomy331 cited
  • 1997VIDEO GAMES AND THE ELDERLY200 cited
  • 2006Cognition, technology and games for the elderly: An introduction to ELDERGAMES Project183 cited
  • 2010Exergame design for elderly users146 cited
  • 1990Computer games for the elderly97 cited
  • 2009Eldergames project: An innovative mixed reality table-top solution to preserve cognitive functions in elderly people74 cited
  • 2006Introducing human-centered research to game design60 cited
  • 2010Investigating Sociability and Affective Responses of Elderly Users through Digitally-Mediated Exercises: A Case of the Nintendo Wii24 cited

Cited by

  • 2016Adaptive exergames to support active aging: An action research study18 cited
  • 2013Design of exergames with the collaborative participation of older adults18 cited
  • 2013Augmented reality & gesture-based architecture in games for the elderly.15 cited

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