SZodixStudyAcademic Library
ShelvesOpen access
Study · an open academic library·Metadata from OpenAlex (CC0)·Shelves·OpenAlex metadata, de-duplicated
A Serious Game for Cognitive Stimulation of Older People With Mild Cognitive Impairment: Design and Pilot Usability Study
16 references·0 citing·60 second hopsampled
A Serious Game for Cognitive Stimulation of Older People With Mild Cognitive Impairment: Design and Pilot Usability Study (2023)A Serious Game for Cognitive Stimulation …Serious Games for Learning Among Older Adults With Cognitive Impairment: Systematic Review and Meta-analysis (2023)Serious Games for Learning Am…Conceptual Ambiguity Surrounding Gamification and Serious Games in Health Care: Literature Review and Development of Game-Based Intervention Reporting Guidelines (GAMING) (2021)Conceptual Ambiguity Surround…Why Story Matters: A Review of Narrative in Serious Games (2019)Why Story Matters: A Review o…Recommendations for the Design of Serious Games in Neurodegenerative Diseases (2018)Recommendations for the Desig…Serious Games and Gamification for Mental Health: Current Status and Promising Directions (2017)Serious Games and Gamificatio…Exergames Designed for Older Adults: A Pilot Evaluation on Psychosocial Well-Being (2017)Exergames Designed for Older …Evaluation of a new serious game based multitasking assessment tool for cognition and activities of daily living: Comparison with a real cooking task (2017)Evaluation of a new serious g…Trends on the application of serious games to neuropsychological evaluation: A scoping review (2016)Trends on the application of …Smartkuber: A Serious Game for Cognitive Health Screening of Elderly Players (2016)Smartkuber: A Serious Game fo…Motivation and benefits of digital games for the elderly: a systematic literature review (2015)Motivation and benefits of di…Training Older Adults to Use Tablet Computers: Does It Enhance Cognitive Function? (2014)Training Older Adults to Use …A meta-analysis of the cognitive and motivational effects of serious games. (2013)A meta-analysis of the cognit…Perceptions of Technology among Older Adults (2012)Perceptions of Technology amo…Designing tablet-based games for seniors (2012)Designing tablet-based games …Exergames For Elderly: Social exergames to persuade seniors to increase physical activity (2011)Exergames For Elderly: Social…History and Philosophy of Psychology (1999)History and Philosophy of Psy…Diffusion of innovations (2003)Older adults' attitudes towards and perceptions of ‘smart home’ technologies: a pilot study (2004)Qualitative inquiry & research design : choosing among five approaches (2013)Bridging the digital divide in older adults: a study from an initiative to inform older adults about new technologies (2015)Predicting antecedents of wearable healthcare technology acceptance by elderly: A combined SEM-Neural Network approach (2019)Digital Engagement of Older Adults: Scoping Review (2022)Rules of Play: Game Design Fundamentals (2003)Half-Real: Video Games between Real Rules and Fictional Worlds (2005)The effects of video game playing on attention, memory, and executive control (2008)Performance on the traditional and the touch screen, tablet versions of the Corsi Block and the Tower of Hanoi tasks (2016)What Older People Like to Play: Genre Preferences and Acceptance of Casual Games (2017)Playability and Player Experience in Digital Games for Elderly: A Systematic Literature Review (2020)The processing-speed theory of adult age differences in cognition. (1996)Manual for Raven's progressive matrices and vocabulary scales (1998)The Adaptive Brain: Aging and Neurocognitive Scaffolding (2008)Cognitive Benefits of Online Social Networking for Healthy Older Adults (2016)Gamification for Older Adults: A Systematic Literature Review (2020)A Systematic Review of Smartphone and Tablet Use by Older Adults With and Without Cognitive Impairment (2022)Social Learning Theory. (1978)Statistical Methods for Meta-Analysis (1988)Digital Games, Design, and Learning (2015)Handbook of Self-Regulation of Learning and Performance (2017)The Gamification of Learning: a Meta-analysis (2019)Introduction to Meta‐Analysis (2021)A Theory of Social Comparison Processes (1954)Fish’n’Steps: Encouraging Physical Activity with an Interactive Computer Game (2006)Games for a better life (2009)Design, Implementation, and Wide Pilot Deployment of FitForAll: An Easy to use Exergaming Platform Improving Physical Fitness and Life Quality of Senior Citizens (2014)Motivational Determinants of Exergame Participation for Older People in Assisted Living Facilities: Mixed-Methods Study (2017)User-Centered Design of Serious Games for Older Adults Following 3 Years of Experience With Exergames for Seniors: A Study Design (2017)Practice Effects Associated with the Repeated Assessment of Cognitive Function Using the CogState Battery at 10-minute, One Week and One Month Test-retest Intervals (2006)Retesting in selection: A meta-analysis of coaching and practice effects for tests of cognitive ability. (2007)Mobile applications in an aging society: Status and trends (2011)Reflective and Reflexive Stress Responses of Older Adults to Three Gaming Experiences In Relation to Their Cognitive Abilities: Mixed Methods Crossover Study (2019)Using Geocaching to Promote Active Aging: Qualitative Study (2020)Serious Games in Digital Gaming: A Comprehensive Review of Applications, Game Engines and Advancements (2023)Preferred reporting items for systematic reviews and meta-analyses: the PRISMA statement (2009)Preferred Reporting Items for Systematic Reviews and Meta-Analyses: The PRISMA Statement (2009)Preferred reporting items for systematic reviews and meta-analyses: the PRISMA Statement. (2009)Assessment of cognitive instrumental activities of daily living: a systematic review (2019)Effective Gamification of the Stop-Signal Task: Two Controlled Laboratory Experiments (2020)A Gamification Framework for Cognitive Assessment and Cognitive Training: Qualitative Study (2021)Habits make smartphone use more pervasive (2011)The effectiveness of SPARX, a computerised self help intervention for adolescents seeking help for depression: randomised controlled non-inferiority trial (2012)Mental Health Smartphone Apps: Review and Evidence-Based Recommendations for Future Developments (2016)Mental Health Mobile Apps for Preadolescents and Adolescents: A Systematic Review (2017)Healthy play, better coping: The importance of play for the development of children in health and disease (2018)Revealing the theoretical basis of gamification: A systematic review and analysis of theory in research on gamification, serious games and game-based learning (2021)Mind in Society: The Development of Higher Psychological Processes (1978)The Narrative Construction of Reality (1991)The role of transportation in the persuasiveness of public narratives. (2000)A review of serious games for urban water management decisions: current gaps and future research directions (2022)Game-based learning and students’ motivation in project management education (2022)Serious games for environmental education (2023)Digital game-based learning (2003)From game design elements to gamefulness (2011)Reality is broken: why games make us better and how they can change the world (2012)Therapeutic use of serious games in mental health: scoping review (2022)The Use of Gamification in the Self-Management of Patients With Chronic Diseases: Scoping Review (2023)The Effect of AI Gamification on Students’ Engagement and Academic Achievement in Malaysia: SEM Analysis Perspectives (2025)
this work references cited by second hop· second hop is a sample of the most-cited connections

References

  • 2013A meta-analysis of the cognitive and motivational effects of serious games.1,857 cited
  • 2017Serious Games and Gamification for Mental Health: Current Status and Promising Directions582 cited
  • 2012Perceptions of Technology among Older Adults300 cited
  • 2014Training Older Adults to Use Tablet Computers: Does It Enhance Cognitive Function?218 cited
  • 2019Why Story Matters: A Review of Narrative in Serious Games210 cited
  • 2011Exergames For Elderly: Social exergames to persuade seniors to increase physical activity151 cited
  • 2016Trends on the application of serious games to neuropsychological evaluation: A scoping review113 cited
  • 2021Conceptual Ambiguity Surrounding Gamification and Serious Games in Health Care: Literature Review and Development of Game-Based Intervention Reporting Guidelines (GAMING)87 cited
  • 2012Designing tablet-based games for seniors74 cited
  • 2016Smartkuber: A Serious Game for Cognitive Health Screening of Elderly Players56 cited
  • 2018Recommendations for the Design of Serious Games in Neurodegenerative Diseases55 cited
  • 2017Exergames Designed for Older Adults: A Pilot Evaluation on Psychosocial Well-Being51 cited
  • 2017Evaluation of a new serious game based multitasking assessment tool for cognition and activities of daily living: Comparison with a real cooking task42 cited
  • 2015

Only edges whose both ends are imported exist here. Widen the year window, or show the whole map. Back to the work

Motivation and benefits of digital games for the elderly: a systematic literature review
29 cited
  • 2023Serious Games for Learning Among Older Adults With Cognitive Impairment: Systematic Review and Meta-analysis28 cited
  • 1999History and Philosophy of Psychology27 cited
  • Cited by

    No citing works inside the corpus for this window.