Published on 31.07.17 in Vol 5, No 3 (2017): Jul-Sept
Works citing "Designing Serious Computer Games for People With Moderate and Advanced Dementia: Interdisciplinary Theory-Driven Pilot Study"
According to Crossref, the following articles are citing this article (DOI 10.2196/games.6514):
(note that this is only a small subset of citations)
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Andrade Ferreira LD, Ferreira H, Cavaco S, Cameirão M, i Badia SB. User Experience of Interactive Technologies for People With Dementia: Comparative Observational Study. JMIR Serious Games 2020;8(3):e17565
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Ning H, Li R, Ye X, Zhang Y, Liu L. A Review on Serious Games for Dementia Care in Ageing Societies. IEEE Journal of Translational Engineering in Health and Medicine 2020;8:1
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Keisari S, Feniger-Schaal R, Palgi Y, Golland Y, Gesser-Edelsburg A, Ben-David B. Synchrony in Old Age: Playing the Mirror Game Improves Cognitive Performance. Clinical Gerontologist 2022;45(2):312
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Verschueren S, Buffel C, Vander Stichele G. Developing Theory-Driven, Evidence-Based Serious Games for Health: Framework Based on Research Community Insights. JMIR Serious Games 2019;7(2):e11565
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Brown A, O’Connor S. Mobile health applications for people with dementia: a systematic review and synthesis of qualitative studies. Informatics for Health and Social Care 2020;45(4):343
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. Precision gaming for health: Computer games as digital medicine. Methods 2018;151:28
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Berenbaum R, Tziraki C, Baum R, Rosen A, Reback T, Abikhzer J, Naparstek D, Ben-David BM. Focusing on Emotional and Social Intelligence Stimulation of People With Dementia by Playing a Serious Game—Proof of Concept Study. Frontiers in Computer Science 2020;2
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Diaz Baquero AA, Dröes R, Perea Bartolomé MV, Irazoki E, Toribio-Guzmán JM, Franco-Martín MA, van der Roest H. Methodological Designs Applied in the Development of Computer-Based Training Programs for the Cognitive Rehabilitation in People with Mild Cognitive Impairment (MCI) and Mild Dementia. Systematic Review. Journal of Clinical Medicine 2021;10(6):1222
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Contreras-Somoza LM, Irazoki E, Toribio-Guzmán JM, de la Torre-Díez I, Diaz-Baquero AA, Parra-Vidales E, Perea-Bartolomé MV, Franco-Martín M. Usability and User Experience of Cognitive Intervention Technologies for Elderly People With MCI or Dementia: A Systematic Review. Frontiers in Psychology 2021;12
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Gunst M, De Meyere I, Willems H, Schoenmakers B. Effect of exergaming on wellbeing of residents in a nursing home: a single blinded intervention study. Aging Clinical and Experimental Research 2022;34(1):151
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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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Icht M, Zukerman G, Ben-Itzchak E, Ben-David BM. Response to McKenzie et al. 2021: Keep It Simple; Young Adults With Autism Spectrum Disorder Without Intellectual Disability Can Process Basic Emotions. Journal of Autism and Developmental Disorders 2023;53(3):1269
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Saragih ID, Everard G, Lee B. A systematic review and meta-analysis of randomized controlled trials on the effect of serious games on people with dementia. Ageing Research Reviews 2022;82:101740
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Nitsan G, Banai K, Ben-David BM. One Size Does Not Fit All: Examining the Effects of Working Memory Capacity on Spoken Word Recognition in Older Adults Using Eye Tracking. Frontiers in Psychology 2022;13
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Goumopoulos C, Skikos G, Frounta M. Feasibility and Effects of Cognitive Training with the COGNIPLAT Game Platform in Elderly with Mild Cognitive Impairment: Pilot Randomized Controlled Trial. Games for Health Journal 2023;12(5):414
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Rochon EA, Sy M, Phillips M, Anderson E, Plys E, Ritchie C, Vranceanu A. Bio-Experiential Technology to Support Persons With Dementia and Care Partners at Home (TEND): Protocol for an Intervention Development Study. JMIR Research Protocols 2023;12:e52799
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Colombo G, Minta K, Grübel J, Tai WLE, Hölscher C, Schinazi VR. Detecting cognitive impairment through an age-friendly serious game: The development and usability of the Spatial Performance Assessment for Cognitive Evaluation (SPACE). Computers in Human Behavior 2024;160:108349
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Wu K, Wang Y, Hsu Y, Shu Y, Chu C, Lin C. Developing a Motion Sensor-Based Game to Support Frozen Shoulder Rehabilitation in Older Adults through a Participatory Design Approach. Games for Health Journal 2024;
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Chien S, Zaslavsky O, Berridge C. Technology Usability for People Living With Dementia: Concept Analysis. JMIR Aging 2024;7:e51987
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Berenbaum R, Miller R, Shapiro DS, Tziraki C. Exploring the Intergenerational Needs of Families with a Person with Dementia – Qualitative Research Including the Grandchildren. Journal of Intergenerational Relationships 2024;:1
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Porras-Garcia B, Rojas-Rincón J, Adams A, Garolera M, Chang R. Immersive Virtual Reality Cognitive Training for Improving Cognition and Depressive Symptoms Among Older Adults. Current Evidence and Future Recommendations. A Systematic Review. Cyberpsychology, Behavior, and Social Networking 2024;
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According to Crossref, the following books are citing this article (DOI 10.2196/games.6514):
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Eichhorn C, Plecher DA, Lurz M, Leipold N, Böhm M, Krcmar H, Ott A, Volkert D, Hiyama A, Klinker G. Human Aspects of IT for the Aged Population. Healthy and Active Aging. 2020. Chapter 4:47
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Mir E, Ratz T, Lippke S. Gesundheitsförderung und Prävention für Menschen mit Demenz. 2019. Chapter 5:75
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Groznik V, Sadikov A. Augmented Reality Games II. 2019. Chapter 8:179
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Simões-Silva V, Gregório SAM, Luz TDTM, Lapa AFCC, Marques A. Handbook of Research on Solving Modern Healthcare Challenges With Gamification. 2021. chapter 8:112
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Jagtap S, Kawade A, Banerjee V, Gadiwan S, Ramesh R, Shinde A, Gadakh P. Proceedings of International Conference on Sustainable Expert Systems. 2021. Chapter 6:69
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. Dementia Grief Therapy. 2024. Chapter 1:3
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