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Ergonomic Criteria for Creating Online Educational Games for Seniors
16 references·0 citing·57 second hopsampled
Ergonomic Criteria for Creating Online Educational Games for Seniors (2015)Ergonomic Criteria for Creating Online Ed…Technologies for Active Aging (2013)Technologies for Active AgingSuccessful aging through digital games: Socioemotional differences between older adult gamers and Non-gamers (2013)Successful aging through digi…Obstacles to social networking website use among older adults (2013)Obstacles to social networkin…Learning to use new technologies by older adults: Perceived difficulties, experimentation behaviour and usability (2013)Learning to use new technolog…Putting Fun into Video Games for Older Adults (2012)Putting Fun into Video Games …Interactive Videogame Technologies to Support Independence in the Elderly: A Narrative Review (2012)Interactive Videogame Technol…Elderly text-entry performance on touchscreens (2012)Elderly text-entry performanc…Serious games in prevention and rehabilitation—a new panacea for elderly people? (2011)Serious games in prevention a…Designing and evaluating digital games for frail elderly persons (2011)Designing and evaluating digi…Characteristics of effective Internet-mediated interventions to change lifestyle in people aged 50 and older: A systematic review (2011)Characteristics of effective …The Fun Culture in Seniors' Online Communities (2010)The Fun Culture in Seniors' O…The Digital Divide and Urban Older Adults (2010)The Digital Divide and Urban …Never Too Old to Play: The Appeal of Digital Games to an Older Audience (2010)Never Too Old to Play: The Ap…Plasticity of executive functioning in young and older adults: Immediate training gains, transfer, and long-term maintenance. (2008)Plasticity of executive funct…A systematic approach to the development of research-based web design guidelines for older people (2006)A systematic approach to the …What Video Games Have to Teach Us about Learning and Literacy (2004)What Video Games Have to Teac…Situated Cognition and the Culture of Learning (1989)Situated Learning: Legitimate Peripheral Participation. 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References

  • 2004What Video Games Have to Teach Us about Learning and Literacy6,673 cited
  • 2013Learning to use new technologies by older adults: Perceived difficulties, experimentation behaviour and usability606 cited
  • 2008Plasticity of executive functioning in young and older adults: Immediate training gains, transfer, and long-term maintenance.493 cited
  • 2013Obstacles to social networking website use among older adults343 cited
  • 2010Never Too Old to Play: The Appeal of Digital Games to an Older Audience235 cited
  • 2011Serious games in prevention and rehabilitation—a new panacea for elderly people?211 cited
  • 2013Successful aging through digital games: Socioemotional differences between older adult gamers and Non-gamers166 cited
  • 2011Designing and evaluating digital games for frail elderly persons133 cited
  • 2011Characteristics of effective Internet-mediated interventions to change lifestyle in people aged 50 and older: A systematic review131 cited
  • 2006A systematic approach to the development of research-based web design guidelines for older people119 cited
  • 2013Technologies for Active Aging115 cited
  • 2010The Digital Divide and Urban Older Adults111 cited
  • 2012Elderly text-entry performance on touchscreens101 cited
  • 2012Interactive Videogame Technologies to Support Independence in the Elderly: A Narrative Review

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96 cited
  • 2010The Fun Culture in Seniors' Online Communities92 cited
  • 2012Putting Fun into Video Games for Older Adults90 cited
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