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Investigating Sociability and Affective Responses of Elderly Users through Digitally-Mediated Exercises: A Case of the Nintendo Wii
13 references·6 citing·41 second hop
Investigating Sociability and Affective Responses of Elderly Users through Digitally-Mediated Exercises: A Case of the Nintendo Wii (2010)Investigating Sociability and Affective R…An exploratory study on senior citizens' perceptions of the Nintendo Wii (2009)An exploratory study on senio…WiiArts (2008)WiiArtsDesigning and evaluating the tabletop game experience for senior citizens (2008)Designing and evaluating the …Digital game design for elderly users (2007)Digital game design for elder…DanceAlong (2005)DanceAlongEncyclopedia of population (2004)Encyclopedia of populationUniversal usability (2000)Universal usabilityThe ELDer project (2000)The ELDer projectPersonal Computing Acceptance Factors in Small Firms: A Structural Equation Model1 (1997)Personal Computing Acceptance…Explaining the Role of User Participation in Information System Use (1994)Explaining the Role of User P…A comparison of the use of text and multimedia interfaces to provide information to the elderly (1994)A comparison of the use of te…Perceived Usefulness, Perceived Ease of Use, and User Acceptance of Information Technology (1989)Perceived Usefulness, Perceiv…Belief, Attitude, Intention and Behavior: An Introduction to Theory and Research (1975)Belief, Attitude, Intention a…Effect of Media Richness on Older Adults’ Routinized Use of Social Media in Mobile Applications (2022)Effect of Media Richness on O…Why users purchase virtual products in MMORPG? An integrative perspective of social presence and user engagement (2017)Why users purchase virtual pr…Research on a Community-based Platform for Promoting Health and Physical Fitness in the Elderly Community (2013)Research on a Community-based…Defining sociability and social presence in Social TV (2013)Defining sociability and soci…Augmented reality & gesture-based architecture in games for the elderly. (2013)Augmented reality & gesture-b…Serious Games to Improve the Physical Health of the Elderly: A Categorization Scheme (2011)Serious Games to Improve the …Self-efficacy mechanism in human agency. 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References

  • 1989Perceived Usefulness, Perceived Ease of Use, and User Acceptance of Information Technology68,271 cited
  • 1975Belief, Attitude, Intention and Behavior: An Introduction to Theory and Research36,736 cited
  • 1997Personal Computing Acceptance Factors in Small Firms: A Structural Equation Model11,667 cited
  • 1994Explaining the Role of User Participation in Information System Use1,540 cited
  • 2000Universal usability593 cited
  • 2007Digital game design for elderly users536 cited
  • 2004Encyclopedia of population235 cited
  • 2000The ELDer project211 cited
  • 2008Designing and evaluating the tabletop game experience for senior citizens68 cited
  • 2009An exploratory study on senior citizens' perceptions of the Nintendo Wii57 cited
  • 2005DanceAlong48 cited
  • 1994A comparison of the use of text and multimedia interfaces to provide information to the elderly36 cited
  • 2008WiiArts24 cited

Cited by

  • 2013Defining sociability and social presence in Social TV132 cited
  • 2017Why users purchase virtual products in MMORPG? An integrative perspective of social presence and user engagement126 cited

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  • 2011Serious Games to Improve the Physical Health of the Elderly: A Categorization Scheme54 cited
  • 2013Research on a Community-based Platform for Promoting Health and Physical Fitness in the Elderly Community22 cited
  • 2013Augmented reality & gesture-based architecture in games for the elderly.15 cited
  • 2022Effect of Media Richness on Older Adults’ Routinized Use of Social Media in Mobile Applications11 cited