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Bridging the Digital Divide in Health for Older Adults: A Repeated Cross-Sectional Study of mHealth in Saudi Arabia
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Bridging the Digital Divide in Health for Older Adults: A Repeated Cross-Sectional Study of mHealth in Saudi Arabia (2025)Bridging the Digital Divide in Health for…Examining the usability and accessibility challenges in mobile health applications for older adults (2024)Examining the usability and a…Recognising Diversity in Older Adults' Cybersecurity Needs (2023)Recognising Diversity in Olde…Use of Technologies and Self-Efficacy in Older Adults (2022)Use of Technologies and Self-…The Impact of Gamification-Induced Users' Feelings on the Continued Use of mHealth Apps: A Structural Equation Model With the Self-Determination Theory Approach (2021)The Impact of Gamification-In…Pandemic-Driven Technology During COVID-19: Experiences of Older Adults (2021)Pandemic-Driven Technology Du…#StayHome #WithMe: How Do YouTubers Help with COVID-19 Loneliness? (2021)#StayHome #WithMe: How Do You…Loneliness and Mental Health During the COVID-19 Pandemic: A Study Among Dutch Older Adults (2020)Loneliness and Mental Health …Archetypes of Gamification: Analysis of mHealth Apps (2020)Archetypes of Gamification: A…A game plan: Gamification design principles in mHealth applications for chronic disease management (2014)A game plan: Gamification des…“Who over 65 is online?” Older adults’ dispositions toward information communication technology (2014)“Who over 65 is online?” Olde…Thematic analysis. (2012)Thematic analysis.The challenges of privacy by design (2012)The challenges of privacy by …From game design elements to gamefulness (2011)From game design elements to …Toward a Psychological Science of Advanced Technology Design for Older Adults (2010)Toward a Psychological Scienc…Designing for Older Adults (2004)Designing for Older AdultsUser Acceptance of Information Technology: Toward A Unified View1 (2003)User Acceptance of Informatio…ESFY: A Gamified Digital Phenotyping System for Self-Monitoring of Psychological Distress (2025)ESFY: A Gamified Digital Phen…Engineering Privacy (2008)A systematic methodology for privacy impact assessments: a design science approach (2013)PRIPARE: Integrating Privacy Best Practices into a Privacy Engineering Methodology (2015)Online dynamic pricing and consumer-perceived ethicality: Synthesis and future research (2017)Perceived Usefulness, Perceived Ease of Use, and User Acceptance of Information Technology (1989)Factors predicting the use of technology: Findings from the center for research and education on aging and technology enhancement (create). 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References

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  • 2023

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Recognising Diversity in Older Adults' Cybersecurity Needs
29 cited
  • 2021Pandemic-Driven Technology During COVID-19: Experiences of Older Adults22 cited
  • Cited by

    • 2025ESFY: A Gamified Digital Phenotyping System for Self-Monitoring of Psychological Distress1 cited