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Designing Gamified Intergenerational Reverse Mentorship Based on Cognitive Aging Theory
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References

  • 2012Consumer Acceptance and Use of Information Technology: Extending the Unified Theory of Acceptance and Use of Technology115,720 cited
  • 2011From game design elements to gamefulness8,391 cited
  • 2014Does Gamification Work? -- A Literature Review of Empirical Studies on Gamification5,197 cited
  • 2011Cognitive Load Theory4,841 cited
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  • 2009Motivational Design for Learning and Performance1,112 cited
  • 2014Computerized Cognitive Training in Cognitively Healthy Older Adults: A Systematic Review and Meta-Analysis of Effect Modifiers971 cited
  • 2006The Goal-Gradient Hypothesis Resurrected: Purchase Acceleration, Illusionary Goal Progress, and Customer Retention715 cited
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  • 2020Cognitive-Load Theory: Methods to Manage Working Memory Load in the Learning of Complex Tasks459 cited
  • 2013Social Media Use of Older Adults: A Mini-Review378 cited
  • 2022Augmented Reality and Gamification in Education: A Systematic Literature Review of Research, Applications, and Empirical Studies

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352 cited
  • 2019Inclusion of Older Adults in the Research and Design of Digital Technology290 cited
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