Published on 11.01.17 in Vol 5, No 1 (2017): Jan-Mar
Works citing "User-Centered Design of Serious Games for Older Adults Following 3 Years of Experience With Exergames for Seniors: A Study Design"
According to Crossref, the following articles are citing this article (DOI 10.2196/games.6254):
(note that this is only a small subset of citations)
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Khalili-Mahani N, De Schutter B. Affective Game Planning for Health Applications: Quantitative Extension of Gerontoludic Design Based on the Appraisal Theory of Stress and Coping. JMIR Serious Games 2019;7(2):e13303
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Fischer B, Peine A, Östlund B, Heyn PC. The Importance of User Involvement: A Systematic Review of Involving Older Users in Technology Design. The Gerontologist 2020;60(7):e513
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Malwade S, Abdul SS, Uddin M, Nursetyo AA, Fernandez-Luque L, Zhu X, Cilliers L, Wong C, Bamidis P, Li Y. Mobile and wearable technologies in healthcare for the ageing population. Computer Methods and Programs in Biomedicine 2018;161:233
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Tuena C, Pedroli E, Trimarchi PD, Gallucci A, Chiappini M, Goulene K, Gaggioli A, Riva G, Lattanzio F, Giunco F, Stramba-Badiale M. Usability Issues of Clinical and Research Applications of Virtual Reality in Older People: A Systematic Review. Frontiers in Human Neuroscience 2020;14
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Santos LHDO, Okamoto K, Funghetto SS, Cavalli AS, Hiragi S, Yamamoto G, Sugiyama O, Castanho CD, Aoyama T, Kuroda T. Effects of Social Interaction Mechanics in Pervasive Games on the Physical Activity Levels of Older Adults: Quasi-Experimental Study. JMIR Serious Games 2019;7(3):e13962
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Merkel S, Kucharski A. Participatory Design in Gerontechnology: A Systematic Literature Review. The Gerontologist 2019;59(1):e16
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Adcock M, Thalmann M, Schättin A, Gennaro F, de Bruin ED. A Pilot Study of an In-Home Multicomponent Exergame Training for Older Adults: Feasibility, Usability and Pre-Post Evaluation. Frontiers in Aging Neuroscience 2019;11
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Khalili-Mahani N, Assadi A, Li K, Mirgholami M, Rivard M, Benali H, Sawchuk K, De Schutter B. Reflective and Reflexive Stress Responses of Older Adults to Three Gaming Experiences In Relation to Their Cognitive Abilities: Mixed Methods Crossover Study. JMIR Mental Health 2020;7(3):e12388
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Petersen CL, Halter R, Kotz D, Loeb L, Cook S, Pidgeon D, Christensen BC, Batsis JA. Using Natural Language Processing and Sentiment Analysis to Augment Traditional User-Centered Design: Development and Usability Study. JMIR mHealth and uHealth 2020;8(8):e16862
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Muñoz JE, Gonçalves A, Rúbio Gouveia , Cameirão MS, Bermúdez i Badia S. Lessons Learned from Gamifying Functional Fitness Training Through Human-Centered Design Methods in Older Adults. Games for Health Journal 2019;8(6):387
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Palestra G, Rebiai M, Courtial E, Koutsouris D. Evaluation of a Rehabilitation System for the Elderly in a Day Care Center. Information 2018;10(1):3
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Santos LH, Okamoto K, Hiragi S, Yamamoto G, Sugiyama O, Aoyama T, Kuroda T. Pervasive game design to evaluate social interaction effects on levels of physical activity among older adults. Journal of Rehabilitation and Assistive Technologies Engineering 2019;6:205566831984444
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Savazzi F, Isernia S, Jonsdottir J, Di Tella S, Pazzi S, Baglio F. Engaged in learning neurorehabilitation: Development and validation of a serious game with user-centered design. Computers & Education 2018;125:53
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Stephenson A, Pedlow K, McDonough S, Holmes D, Charles D, Barbabella F, Olivetti P, Chiatti C. Evaluation of the acceptability and usability of the MAGIC-GLASS virtual reality solution as part of the care pathway in people with acute, sub-acute and chronic stroke: a study protocol. Physical Therapy Reviews 2020;25(2):118
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Fernandez-Cervantes V, Neubauer N, Hunter B, Stroulia E, Liu L. VirtualGym: A kinect-based system for seniors exercising at home. Entertainment Computing 2018;27:60
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Adcock M, Sonder F, Schättin A, Gennaro F, de Bruin ED. A usability study of a multicomponent video game-based training for older adults. European Review of Aging and Physical Activity 2020;17(1)
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Randriambelonoro M, Perrin C, Blocquet A, Kozak D, Fernandez JT, Marfaing T, Bolomey E, Benhissen Z, Frangos E, Geissbuhler A, Graf C. Hospital-to-Home Transition for Older Patients: Using Serious Games to Improve the Motivation for Rehabilitation – a Qualitative Study. Journal of Population Ageing 2020;13(2):187
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Pallavicini F, Orena E, di Santo S, Greci L, Caragnano C, Ranieri P, Vuolato C, Pepe A, Veronese G, Dakanalis A, Rossini A, Caltagirone C, Clerici M, Mantovani F. MIND-VR: Design and Evaluation Protocol of a Virtual Reality Psychoeducational Experience on Stress and Anxiety for the Psychological Support of Healthcare Workers Involved in the COVID-19 Pandemic. Frontiers in Virtual Reality 2021;2
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Kappen DL, Mirza-Babaei P, Nacke LE. Technology Facilitates Physical Activity Through Gamification: A Thematic Analysis of an 8-Week Study. Frontiers in Computer Science 2020;2
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Subramanian S, Skjæret-Maroni N, Dahl Y. Systematic Review of Design Guidelines for Full-Body Interactive Games. Interacting with Computers 2020;32(4):367
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Rienzo A, Cubillos C. Playability and Player Experience in Digital Games for Elderly: A Systematic Literature Review. Sensors 2020;20(14):3958
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Santos LHDO, Okamoto K, Otsuki R, Hiragi S, Yamamoto G, Sugiyama O, Aoyama T, Kuroda T. Promoting Physical Activity in Japanese Older Adults Using a Social Pervasive Game: Randomized Controlled Trial. JMIR Serious Games 2021;9(1):e16458
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Stamm O, Vorwerg S, Klebbe R. Ethische Implikationen in der Entwicklung eines funktionellen Trainings in einer Mixed- und Augmented Reality Umgebungen zur Behandlung von Hypertonie im Alter: Eine qualitative Inhaltsanalyse. Zeitschrift für Evidenz, Fortbildung und Qualität im Gesundheitswesen 2021;164:23
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Smith AC, Sookhoo JB, McArthur C, Surlin S, Akinyemi A, Gardner P, Papaioannou A. “Think of It Like a Game”: Older Adults’ and Health Professionals’ Perspectives on Interactive Exercise Technology Design. Physiotherapy Canada 2021;73(3):286
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Aguilar Acevedo F, Pacheco Bautista D, Acevedo Gómez M, Toledo Toledo G, Nieva García OS. User-Centered Virtual Environment for Poststroke Motor Rehabilitation. Journal of Medical Devices 2022;16(2)
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Goumopoulos C, Drakakis E, Gklavakis D. Feasibility and Acceptance of Augmented and Virtual Reality Exergames to Train Motor and Cognitive Skills of Elderly. Computers 2023;12(3):52
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Göttgens I, Oertelt-Prigione S. The Application of Human-Centered Design Approaches in Health Research and Innovation: A Narrative Review of Current Practices. JMIR mHealth and uHealth 2021;9(12):e28102
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Howes SC, Wilson IM, Pedlow K, Holmes D, Charles DK, McDonough SM. Older adults’ experience of active computer gaming for falls prevention exercise: A mixed methods study. Physiotherapy Practice and Research 2021;42(2):173
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White BK, Martin A, White J. Gamification and older adults: opportunities for gamification to support health promotion initiatives for older adults in the context of COVID-19. The Lancet Regional Health - Western Pacific 2023;35:100528
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Warsinsky S, Schmidt-Kraepelin M, Rank S, Thiebes S, Sunyaev A. Conceptual Ambiguity Surrounding Gamification and Serious Games in Health Care: Literature Review and Development of Game-Based Intervention Reporting Guidelines (GAMING). Journal of Medical Internet Research 2021;23(9):e30390
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Swanston E, Pulman A, Dogan H, Murphy J, Bitters F. Scoping the Need for a Tailored mHealth App to Improve Health and Well-being Behavioral Transformation in the Police: Exploring the Views of UK Police Workers via Web-Based Surveys and Client Meetings. JMIR Formative Research 2021;5(8):e28075
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Constantin N, Edward H, Ng H, Radisic A, Yule A, D’Asti A, D’Amore C, Reid JC, Beauchamp M. The use of co-design in developing physical activity interventions for older adults: a scoping review. BMC Geriatrics 2022;22(1)
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Mo N, Feng JY, Liu HX, Chen XY, Zhang H, Zeng H. Effects of Exergaming on Musculoskeletal Pain in Older Adults: Systematic Review and Meta-analysis. JMIR Serious Games 2023;11:e42944
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Zhou Z, Li J, Wang H, Luan Z, Du S, Wu N, Chen Y, Peng X. Experience of using a virtual reality rehabilitation management platform for breast cancer patients: a qualitative study. Supportive Care in Cancer 2023;31(5)
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Müller SV, Schiering I. Chancen und Nutzen assistiver Technologien für Menschen mit kognitiven Beeinträchtigungen. Sozialer Fortschritt 2023;72(11):869
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. Understanding Senior Adults’ Needs, Preferences, and Experiences of Commercial Exergames for Health: Usability Study. JMIR Serious Games 2024;12:e36154
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Amorim P, Serra H, Sousa BS, Dias P, Castelo-Branco M, Martins H. Chronic stroke survivors’ perspective on the use of serious games to motivate upper limb rehabilitation – a qualitative study. Health Informatics Journal 2023;29(2):146045822311719
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Amorim P, Paiva J, Silva de Lima J, Portugal da Fonseca L, Martins H, Silva PA. Lessons learned from investigating patients’ and physiotherapists’ perspectives on the design of a telerehabilitation platform. Disability and Rehabilitation: Assistive Technology 2023;:1
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Villada Castillo JF, Montoya Vega MF, Muñoz Cardona JE, Lopez D, Quiñones L, Henao Gallo OA, Lopez JF. Design of Virtual Reality Exergames for Upper Limb Stroke Rehabilitation Following Iterative Design Methods: Usability Study. JMIR Serious Games 2024;12:e48900
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Yoong SQ, Wu VX, Jiang Y. Experiences of older adults participating in dance exergames: A systematic review and meta-synthesis. International Journal of Nursing Studies 2024;152:104696
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Orsega‐Smith E, Ruggiero L, Getchell N, Barmaki RL, Nichols A, Varghese J, DeLauder R, Koiler R. Digital Health Games for Older Adults: Development, Implementation, and Programmatic Implications of Health Game Use in Senior Centers. Journal of Elder Policy 2023;2(3):127
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According to Crossref, the following books are citing this article (DOI 10.2196/games.6254):
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Santos LHO, Okamoto K, Hiragi S, Yamamoto G, Sugiyama O, Aoyama T, Kuroda T. Human Aspects of IT for the Aged Population. Social Media, Games and Assistive Environments. 2019. Chapter 16:204
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Silva J, Oliveira E, Moreira D, Nunes F, Caic M, Madureira J, Pereira E. Entertainment Computing – ICEC 2018. 2018. Chapter 9:103
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Sjölinder M, Avatare Nöu A, Kolkowska E, Johansson L, Ridderstolpe A, Scandurra I. Human Aspects of IT for the Aged Population. Applications in Health, Assistance, and Entertainment. 2018. Chapter 29:395
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Kappen DL, Mirza-Babaei P, Nacke LE. Human Aspects of IT for the Aged Population. Healthy and Active Aging. 2020. Chapter 22:292
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Chartomatsidis M, Goumopoulos C. Information and Communication Technologies for Ageing Well and e-Health. 2020. Chapter 7:119
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Muñoz JE, Montoya MF, Boger J. Smart Home Technologies and Services for Geriatric Rehabilitation. 2022. :141
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. Assistive Technologien im Sozial- und Gesundheitssektor. 2022. Chapter 8:141
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Danousis M, Goumopoulos C, Fakis A. Entertainment Computing – ICEC 2022. 2022. Chapter 17:214
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Zhang Y, Han T, Ding Y, Zhao S. Human Aspects of IT for the Aged Population. Technology in Everyday Living. 2022. Chapter 21:305
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Goumopoulos C, Koumanakos G. Information and Communication Technologies for Ageing Well and e-Health. 2023. Chapter 5:79
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Kopackova H, Hub M. Internet of Things: Architectures for Enhanced Living Environments. 2024. :127
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Konstantinidis ST, Poultourtzidis I, Papamalis F, Spachos D, Savvidis T, Athanasopoulos N, Nikolaidou M, Tilley Z, Ko S, Henderson J, Cunningham S, Pam H, Höijer-Brear V, Törne M, Lillo-Crespo M, Catala Rodriguez MP, Stefanowicz-Kocol A, Jankowicz-Szymanska A, Grochowska A, Kołpa M, Hall C, Bamidis PD. Smart Mobile Communication & Artificial Intelligence. 2024. Chapter 21:208
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