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Citing this Article

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Published on 18.04.17 in Vol 5, No 2 (2017): Apr-Jun

This paper is in the following e-collection/theme issue:

Works citing "What Older People Like to Play: Genre Preferences and Acceptance of Casual Games"

According to Crossref, the following articles are citing this article (DOI 10.2196/games.7025):

(note that this is only a small subset of citations)

  1. Chesham A, Gerber SM, Schütz N, Saner H, Gutbrod K, Müri RM, Nef T, Urwyler P. Search and Match Task: Development of a Taskified Match-3 Puzzle Game to Assess and Practice Visual Search. JMIR Serious Games 2019;7(2):e13620
    CrossRef
  2. 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
    CrossRef
  3. 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
    CrossRef
  4. Sokolov AA, Collignon A, Bieler-Aeschlimann M. Serious video games and virtual reality for prevention and neurorehabilitation of cognitive decline because of aging and neurodegeneration. Current Opinion in Neurology 2020;33(2):239
    CrossRef
  5. Khalili-Mahani N, De Schutter B, Mirgholami M, Holowka EM, Goodine R, DeJong S, McGaw R, Meyer S, Sawchuk K. For Whom the Games Toll: A Qualitative and Intergenerational Evaluation of What is Serious in Games for Older Adults. The Computer Games Journal 2020;9(2):221
    CrossRef
  6. 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)
    CrossRef
  7. Nef T, Chesham A, Schütz N, Botros AA, Vanbellingen T, Burgunder J, Müllner J, Martin Müri R, Urwyler P. Development and Evaluation of Maze-Like Puzzle Games to Assess Cognitive and Motor Function in Aging and Neurodegenerative Diseases. Frontiers in Aging Neuroscience 2020;12
    CrossRef
  8. Belleville S, Cuesta M, Bieler-Aeschlimann M, Giacomino K, Widmer A, Mittaz Hager AG, Perez-Marcos D, Cardin S, Boller B, Bier N, Aubertin-Leheudre M, Bherer L, Berryman N, Agrigoroaei S, Demonet JF. Rationale and protocol of the StayFitLonger study: a multicentre trial to measure efficacy and adherence of a home-based computerised multidomain intervention in healthy older adults. BMC Geriatrics 2020;20(1)
    CrossRef
  9. Boon MY, Asper LJ, Chik P, Alagiah P, Ryan M. Treatment and compliance with virtual reality and anaglyph‐based training programs for convergence insufficiency. Clinical and Experimental Optometry 2020;103(6):870
    CrossRef
  10. 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
    CrossRef
  11. 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
    CrossRef
  12. Bacha JMR, Gomes GCV, de Freitas TB, Viveiro LAP, da Silva KG, Bueno GC, Varise EM, Torriani-Pasin C, Alonso AC, Luna NMS, D'Andrea Greve JM, Pompeu JE. Effects of Kinect Adventures Games Versus Conventional Physical Therapy on Postural Control in Elderly People: A Randomized Controlled Trial. Games for Health Journal 2018;7(1):24
    CrossRef
  13. Benham S, Kang M, Grampurohit N. Immersive Virtual Reality for the Management of Pain in Community-Dwelling Older Adults. OTJR: Occupation, Participation and Health 2019;39(2):90
    CrossRef
  14. Boujut A, Mellah S, Lussier M, Maltezos S, Verty LV, Bherer L, Belleville S. Assessing the Effect of Training on the Cognition and Brain of Older Adults: Protocol for a Three-Arm Randomized Double-Blind Controlled Trial (ACTOP). JMIR Research Protocols 2020;9(11):e20430
    CrossRef
  15. 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
    CrossRef
  16. Wong D, Liu H, Meng-Lewis Y, Sun Y, Zhang Y. Gamified money: exploring the effectiveness of gamification in mobile payment adoption among the silver generation in China. Information Technology & People 2022;35(1):281
    CrossRef
  17. Lee S, Oh H, Shi C, Doh YY. Mobile Game Design Guide to Improve Gaming Experience for the Middle-Aged and Older Adult Population: User-Centered Design Approach. JMIR Serious Games 2021;9(2):e24449
    CrossRef
  18. Beristain-Colorado MDP, Ambros-Antemate JF, Vargas-Treviño M, Gutiérrez-Gutiérrez J, Moreno-Rodriguez A, Hernández-Cruz PA, Gallegos-Velasco IB, Torres-Rosas R. Standardizing the Development of Serious Games for Physical Rehabilitation: Conceptual Framework Proposal. JMIR Serious Games 2021;9(2):e25854
    CrossRef
  19. Pallavicini F, Pepe A, Mantovani F. Commercial Off-The-Shelf Video Games for Reducing Stress and Anxiety: Systematic Review. JMIR Mental Health 2021;8(8):e28150
    CrossRef
  20. Suppan M, Stuby L, Harbarth S, Fehlmann CA, Achab S, Abbas M, Suppan L. Nationwide Deployment of a Serious Game Designed to Improve COVID-19 Infection Prevention Practices in Switzerland: Prospective Web-Based Study. JMIR Serious Games 2021;9(4):e33003
    CrossRef
  21. Seçer , Us E. Digital Gaming Trends of Middle-Aged and Older Adults: A Sample from Turkey. Simulation & Gaming 2023;54(1):85
    CrossRef
  22. Hu H, Lai X, Li H, Nyland J. Teaching Disaster Evacuation Management Education to Nursing Students Using Virtual Reality Mobile Game-Based Learning. CIN: Computers, Informatics, Nursing 2022;40(10):705
    CrossRef
  23. Bianchi I, Stefani CJM, Santiago P, Zanatta AL, Rieder R. AnemiaAR: a serious game to support teaching of haematology. Journal of Visual Communication in Medicine 2022;45(3):134
    CrossRef
  24. Belleville S, Cuesta M, Bieler-Aeschlimann M, Giacomino K, Widmer A, Mittaz Hager AG, Perez-Marcos D, Cardin S, Boller B, Bier N, Aubertin-Leheudre M, Bherer L, Berryman N, Agrigoroaei S, Demonet JF. Pre-frail older adults show improved cognition with StayFitLonger computerized home–based training: a randomized controlled trial. GeroScience 2023;45(2):811
    CrossRef
  25. Upton CR, Nastasi JA, Raiff BR. Identifying Video Game Preferences Among Adults Interested in Quitting Smoking Cigarettes: Survey Study. JMIR Serious Games 2022;10(1):e30949
    CrossRef
  26. Liu H, Liu Y, Dong X, Liu H, Han B. Effect of Cognitive Control on Age-Related Positivity Effects in Attentional Processing – Evidence From an Event-Related Brain Potential Study. Frontiers in Psychology 2021;12
    CrossRef
  27. Li W, Yue L, Xiao S. Association Between Internet Use, Cognitive Function, and Globus Pallidus Volumes: A Study Among the Elderly in Chinese Communities. Frontiers in Public Health 2022;10
    CrossRef
  28. Chaze F, Hayden L, Azevedo A, Kamath A, Bucko D, Kashlan Y, Dube M, De Paula J, Jackson A, Reyna C, Warren-Norton K, Dupuis K, Tsotsos L. Virtual reality and well-being in older adults: Results from a pilot implementation of virtual reality in long-term care. Journal of Rehabilitation and Assistive Technologies Engineering 2022;9:205566832110723
    CrossRef
  29. Wu H, Guo C. The Older Gamer in Games Studies: Marginalised or Idealised?. Cultural Science Journal 2020;12(1):23
    CrossRef
  30. Cardona JS, Lopez JA, Vela FLG, Moreira F. Meaningful learning: motivations of older adults in serious games. Universal Access in the Information Society 2023;
    CrossRef
  31. Cutting J, Copeland B, McNab F. Higher working memory capacity and distraction-resistance associated with strategy (not action) game playing in younger adults, but puzzle game playing in older adults. Heliyon 2023;9(8):e19098
    CrossRef
  32. Ambros-Antemate JF, Beristain-Colorado MDP, Vargas-Treviño M, Gutiérrez-Gutiérrez J, Hernández-Cruz PA, Gallegos-Velasco IB, Moreno-Rodríguez A. Improving Adherence to Physical Therapy in the Development of Serious Games: Conceptual Framework Design Study. JMIR Formative Research 2023;7:e39838
    CrossRef
  33. Nieto-Vieites A, Mallo SC, Pérez-Blanco L, Felpete-López A, Lojo-Seoane C, Facal D, Juncos-Rabadán O, Pereiro AX. A narrative video game for adults with subjective and objective cognitive impairment. Design and preliminary results on user-interaction and efficacy. Behaviour & Information Technology 2023;:1
    CrossRef
  34. Gutiérrez-Pérez B, Martín-García A, Murciano-Hueso A, de Oliveira Cardoso A. Use of serious games with older adults: systematic literature review. Humanities and Social Sciences Communications 2023;10(1)
    CrossRef
  35. Zhang J, Katsuta N, Takayama T, Orimo N, Shibata N, Kato T. Tangram Puzzles in Patients with Neurocognitive Disorders: A Pilot Study. Psychiatry International 2023;4(4):404
    CrossRef
  36. Harley JM, Mantou Lou N, Ahn B, Liu YS. Improving queer history knowledge and perspective-taking toward LGBTQ+ people: There's an app for that. Teaching and Teacher Education 2024;143:104545
    CrossRef
  37. Zhang BY, Chignell M. A Person-Centered Design Framework for Serious Games for Dementia. Proceedings of the Human Factors and Ergonomics Society Annual Meeting 2020;64(1):18
    CrossRef

According to Crossref, the following books are citing this article (DOI 10.2196/games.7025):

  1. Tupsamudre H, Wasnik R, Biswas S, Pandit S, Vaddepalli S, Shinde A, Gokul CJ, Banahatti V, Lodha S. Serious Games. 2018. Chapter 8:66
    CrossRef
  2. Yu RWL, Yuen WH, Peng L, Chan AHS. Human Aspects of IT for the Aged Population. Healthy and Active Aging. 2020. Chapter 50:707
    CrossRef
  3. Romana Greco F, D’Onofrio G. Frailty in the Elderly - Understanding and Managing Complexity. 2021. Chapter 7
    CrossRef
  4. DaCosta B, Seok S. Handbook of Research on Immersive Digital Games in Educational Environments. 2019. chapter 8:201
    CrossRef
  5. 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
    CrossRef
  6. Fischöder N, Iurgel IA, Sezen TI, van Turnhout K. Interactivity, Game Creation, Design, Learning, and Innovation. 2019. Chapter 31:266
    CrossRef
  7. Assadi A, Elbaz S, Khalili-Mahani N. Human Aspects of IT for the Aged Population. Supporting Everyday Life Activities. 2021. Chapter 1:3
    CrossRef
  8. Yu RWL, Ho TH, Chan AHS. Advances in Human Factors and Ergonomics in Healthcare and Medical Devices. 2021. Chapter 49:394
    CrossRef
  9. Chen C, Krieger ML, Sundar SS. Handbook of the Psychology of Aging. 2021. :139
    CrossRef
  10. Hanandeh A, Abdullah Z, Harun J. Proceedings of International Conference on Emerging Technologies and Intelligent Systems. 2022. Chapter 24:265
    CrossRef
  11. Bernardino I, Almeida JB, Baptista RJV, Mamede HS. Digital Active Methodologies for Educative Learning Management. 2022. chapter 8:163
    CrossRef
  12. Muñoz JE, Montoya MF, Boger J. Smart Home Technologies and Services for Geriatric Rehabilitation. 2022. :141
    CrossRef
  13. DaCosta B, Seok S. Research Anthology on Game Design, Development, Usage, and Social Impact. 2022. chapter 50:1055
    CrossRef
  14. Godfrey SB, Barresi G. Internet of Things for Human-Centered Design. 2022. Chapter 18:375
    CrossRef
  15. Yu RWL, Chan AHS, Ko TH. Human Aspects of IT for the Aged Population. Design, Interaction and Technology Acceptance. 2022. Chapter 44:641
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  16. Yu RWL, Chan AHS, Lu HS. Human Aspects of IT for the Aged Population. 2023. Chapter 35:496
    CrossRef
  17. Vargas-Bustos JI, Rechy-Ramirez EJ. Perspectives and Considerations on the Evolution of Smart Systems. 2023. chapter 3:35
    CrossRef
  18. Hadi Mogavi R, Deng C, Hoffman J, Haq E, Gujar S, Bucchiarone A, Hui P. HCI in Games. 2023. Chapter 17:210
    CrossRef