Published on in Vol 5, No 1 (2017): Jan-Mar

User-Centered Design of Serious Games for Older Adults Following 3 Years of Experience With Exergames for Seniors: A Study Design

User-Centered Design of Serious Games for Older Adults Following 3 Years of Experience With Exergames for Seniors: A Study Design

User-Centered Design of Serious Games for Older Adults Following 3 Years of Experience With Exergames for Seniors: A Study Design

Journals

  1. 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 View
  2. Fischer B, Peine A, Östlund B, Heyn P. The Importance of User Involvement: A Systematic Review of Involving Older Users in Technology Design. The Gerontologist 2020;60(7):e513 View
  3. Malwade S, Abdul S, Uddin M, Nursetyo A, 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 View
  4. Tuena C, Pedroli E, Trimarchi P, 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 View
  5. Santos L, Okamoto K, Funghetto S, Cavalli A, Hiragi S, Yamamoto G, Sugiyama O, Castanho C, 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 View
  6. Merkel S, Kucharski A. Participatory Design in Gerontechnology: A Systematic Literature Review. The Gerontologist 2019;59(1):e16 View
  7. Adcock M, Thalmann M, Schättin A, Gennaro F, de Bruin E. 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 View
  8. 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 View
  9. Petersen C, Halter R, Kotz D, Loeb L, Cook S, Pidgeon D, Christensen B, Batsis J. 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 View
  10. Muñoz J, Gonçalves A, Rúbio Gouveia É, Cameirão M, 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 View
  11. 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 View
  12. Santos L, 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 View
  13. 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 View
  14. 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 View
  15. 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 View
  16. Adcock M, Sonder F, Schättin A, Gennaro F, de Bruin E. A usability study of a multicomponent video game-based training for older adults. European Review of Aging and Physical Activity 2020;17(1) View
  17. Randriambelonoro M, Perrin C, Blocquet A, Kozak D, Fernandez J, 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 View
  18. 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 View
  19. Kappen D, Mirza-Babaei P, Nacke L. Technology Facilitates Physical Activity Through Gamification: A Thematic Analysis of an 8-Week Study. Frontiers in Computer Science 2020;2 View
  20. Subramanian S, Skjæret-Maroni N, Dahl Y. Systematic Review of Design Guidelines for Full-Body Interactive Games. Interacting with Computers 2020;32(4):367 View
  21. Rienzo A, Cubillos C. Playability and Player Experience in Digital Games for Elderly: A Systematic Literature Review. Sensors 2020;20(14):3958 View
  22. Santos L, 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 View
  23. 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 View
  24. Smith A, Sookhoo J, 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 View
  25. Aguilar Acevedo F, Pacheco Bautista D, Acevedo Gómez M, Toledo Toledo G, Nieva García O. User-Centered Virtual Environment for Poststroke Motor Rehabilitation. Journal of Medical Devices 2022;16(2) View
  26. 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 View
  27. 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 View
  28. Howes S, Wilson I, Pedlow K, Holmes D, Charles D, McDonough S. Older adults’ experience of active computer gaming for falls prevention exercise: A mixed methods study. Physiotherapy Practice and Research 2021;42(2):173 View
  29. White B, 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 View
  30. 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 View
  31. 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 View
  32. Constantin N, Edward H, Ng H, Radisic A, Yule A, D’Asti A, D’Amore C, Reid J, Beauchamp M. The use of co-design in developing physical activity interventions for older adults: a scoping review. BMC Geriatrics 2022;22(1) View
  33. Mo N, Feng J, Liu H, Chen X, Zhang H, Zeng H. Effects of Exergaming on Musculoskeletal Pain in Older Adults: Systematic Review and Meta-analysis. JMIR Serious Games 2023;11:e42944 View
  34. 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) View
  35. Müller S, Schiering I. Chancen und Nutzen assistiver Technologien für Menschen mit kognitiven Beeinträchtigungen. Sozialer Fortschritt 2023;72(11):869 View
  36. Wang Y. Understanding Senior Adults’ Needs, Preferences, and Experiences of Commercial Exergames for Health: Usability Study. JMIR Serious Games 2024;12:e36154 View
  37. Amorim P, Serra H, Sousa B, 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 View
  38. Amorim P, Paiva J, Silva de Lima J, Portugal da Fonseca L, Martins H, Silva P. Lessons learned from investigating patients’ and physiotherapists’ perspectives on the design of a telerehabilitation platform. Disability and Rehabilitation: Assistive Technology 2023:1 View
  39. Villada Castillo J, Montoya Vega M, Muñoz Cardona J, Lopez D, Quiñones L, Henao Gallo O, Lopez J. Design of Virtual Reality Exergames for Upper Limb Stroke Rehabilitation Following Iterative Design Methods: Usability Study. JMIR Serious Games 2024;12:e48900 View
  40. Yoong S, Wu V, Jiang Y. Experiences of older adults participating in dance exergames: A systematic review and meta-synthesis. International Journal of Nursing Studies 2024;152:104696 View
  41. Orsega-Smith E, Ruggiero L, Getchell N, Barmaki R, 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) View

Books/Policy Documents

  1. Santos L, 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. View
  2. Silva J, Oliveira E, Moreira D, Nunes F, Caic M, Madureira J, Pereira E. Entertainment Computing – ICEC 2018. View
  3. 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. View
  4. Kappen D, Mirza-Babaei P, Nacke L. Human Aspects of IT for the Aged Population. Healthy and Active Aging. View
  5. Chartomatsidis M, Goumopoulos C. Information and Communication Technologies for Ageing Well and e-Health. View
  6. Muñoz J, Montoya M, Boger J. Smart Home Technologies and Services for Geriatric Rehabilitation. View
  7. Thöne-Otto A. Assistive Technologien im Sozial- und Gesundheitssektor. View
  8. Danousis M, Goumopoulos C, Fakis A. Entertainment Computing – ICEC 2022. View
  9. Zhang Y, Han T, Ding Y, Zhao S. Human Aspects of IT for the Aged Population. Technology in Everyday Living. View
  10. Goumopoulos C, Koumanakos G. Information and Communication Technologies for Ageing Well and e-Health. View
  11. Kopackova H, Hub M. Internet of Things: Architectures for Enhanced Living Environments. View
  12. Konstantinidis S, 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 M, Stefanowicz-Kocol A, Jankowicz-Szymanska A, Grochowska A, Kołpa M, Hall C, Bamidis P. Smart Mobile Communication & Artificial Intelligence. View