SZodixStudyAcademic Library
ShelvesOpen access
Study · an open academic library·Metadata from OpenAlex (CC0)·Shelves·OpenAlex metadata, de-duplicated
Let’s Play: Understanding the Role and Significance of Digital Gaming in Old Age
16 references·0 citing·43 second hop
Let’s Play: Understanding the Role and Significance of Digital Gaming in Old Age (2014)Let’s Play: Understanding the Role and Si…Play: How It Shapes the Brain, Opens the Imagination, and Invigorates the Soul (2009)Play: How It Shapes the Brain…Coming of age in Second Life: an anthropologist explores the virtually human (2009)Coming of age in Second Life:…Digital game design for elderly users (2007)Digital game design for elder…The Motivational Pull of Video Games: A Self-Determination Theory Approach (2006)The Motivational Pull of Vide…The Demographics, Motivations, and Derived Experiences of Users of Massively Multi-User Online Graphical Environments (2006)The Demographics, Motivations…Constructing grounded theory : a practical guide through qualitative analysis (2006)Constructing grounded theory …Imagination and Creativity in Childhood (2004)Imagination and Creativity in…Designing for Older Adults (2004)Designing for Older AdultsIntrinsic and Extrinsic Motivations: Classic Definitions and New Directions (2000)Intrinsic and Extrinsic Motiv…Sample size in qualitative research (1995)Sample size in qualitative re…Time, Human Agency, and Social Change: Perspectives on the Life Course (1994)Time, Human Agency, and Socia…Grounded theory research: Procedures, canons, and evaluative criteria (1990)Grounded theory research: Pro…A Theory of Cognitive Aging (1985)A Theory of Cognitive AgingThe Discovery of Grounded Theory: Strategies for Qualitative Research. (1968)The Discovery of Grounded The…Man, Play, and Games. (1963)Man, Play, and Games.Homo Ludens: A Study of the Play-Element in Culture. (1951)Homo Ludens: A Study of the P…The Structure of Scientific Revolutions (1963)The Structure of Scientific Revolutions (1963)Thematic networks: an analytic tool for qualitative research (2001)From the Editors: What Grounded Theory is Not (2006)Theory Building From Cases: Opportunities And Challenges (2007)The Discovery of Grounded Theory (2017)Naturalistic inquiry (1985)Basics of Qualitative Research: Grounded Theory Procedures and Techniques. (1992)Qualitative Data Analysis: An Expanded Sourcebook (1994)Qualitative Content Analysis (2014)Code Saturation Versus Meaning Saturation (2016)Methodological challenges in qualitative content analysis: A discussion paper (2017)Intrinsic Motivation and Self-Determination in Human Behavior (1985)Self-determination theory and the facilitation of intrinsic motivation, social development, and well-being. (2000)The "What" and "Why" of Goal Pursuits: Human Needs and the Self-Determination of Behavior (2000)A Motivational Model of Video Game Engagement (2010)The benefits of playing video games. (2013)Integrating psychological and neurobiological considerations regarding the development and maintenance of specific Internet-use disorders: An Interaction of Person-Affect-Cognition-Execution (I-PACE) model (2016)Social Foundations of Thought and Action : A Social Cognitive Theory (1985)Intrinsic Motivation and Self-Determination in Human Behavior (1988)Motivational Beliefs, Values, and Goals (2002)Technology Acceptance Model 3 and a Research Agenda on Interventions (2008)Intrinsic and extrinsic motivation from a self-determination theory perspective: Definitions, theory, practices, and future directions (2020)The Sociological Imagination (1959)The Ecology of Human Development (1981)The Precious and the Precocious: Understanding Cumulative Disadvantage and Cumulative Advantage Over the Life Course (1996)Social Capital in the Creation of Human Capital (2000)The Dropout Process in Life Course Perspective: Early Risk Factors at Home and School (2001)Gangs and Delinquency in Developmental Perspective (2002)THE METHODS, POLITICS, AND ETHICS OF REPRESENTATION IN ONLINE ETHNOGRAPHY (2007)Social Media Ethnography: The Digital Researcher in a Messy Web (2012)Taken Out of Context: American Teen Sociality in Networked Publics (2017)Interpretative Phenomenological Analysis: Theory, Method and Research (2010)Using the framework method for the analysis of qualitative data in multi-disciplinary health research (2013)One size fits all? What counts as quality practice in (reflexive) thematic analysis? (2020)Identity and agency in cultural worlds (1999)Games, Motivation, and Learning: A Research and Practice Model (2002)Gamification in theory and action: A survey (2014)The Creativity Crisis: The Decrease in Creative Thinking Scores on the Torrance Tests of Creative Thinking (2011)Classroom contexts for creativity (2014)Creativity and academic achievement: A meta-analysis. (2016)How Many Interviews Are Enough? (2005)Seeking Qualitative Rigor in Inductive Research (2012)
this work references cited by second hop

References

  • 1968The Discovery of Grounded Theory: Strategies for Qualitative Research.46,361 cited
  • 2006Constructing grounded theory : a practical guide through qualitative analysis18,720 cited
  • 2000Intrinsic and Extrinsic Motivations: Classic Definitions and New Directions18,652 cited
  • 1990Grounded theory research: Procedures, canons, and evaluative criteria11,129 cited
  • 1951Homo Ludens: A Study of the Play-Element in Culture.6,561 cited
  • 1995Sample size in qualitative research4,366 cited
  • 2006The Motivational Pull of Video Games: A Self-Determination Theory Approach3,328 cited
  • 1994Time, Human Agency, and Social Change: Perspectives on the Life Course2,861 cited
  • 2004Imagination and Creativity in Childhood1,696 cited
  • 2009Coming of age in Second Life: an anthropologist explores the virtually human1,421 cited
  • 1963Man, Play, and Games.1,310 cited
  • 2006The Demographics, Motivations, and Derived Experiences of Users of Massively Multi-User Online Graphical Environments1,276 cited
  • 2009Play: How It Shapes the Brain, Opens the Imagination, and Invigorates the Soul849 cited
  • 2004Designing for Older Adults775 cited
  • 2007Digital game design for elderly users

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

536 cited
  • 1985A Theory of Cognitive Aging533 cited
  • Cited by

    No citing works inside the corpus for this window.