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Citing this Article

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Published on 11.01.17 in Vol 5, No 1 (2017): Jan-Mar

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

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)

  1. 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
    CrossRef
  2. 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;:1
    CrossRef
  3. 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
  4. 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
  5. 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
    CrossRef
  6. 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
  7. Merkel S, Kucharski A. Participatory Design in Gerontechnology: A Systematic Literature Review. The Gerontologist 2019;59(1):e16
    CrossRef
  8. 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
    CrossRef
  9. Petersen CL, Halter R, Kotz D, Loeb L, Cook S, Pidgeon D, Christensen BC, Batsis JA. Can Natural Language Processing and Sentiment Analysis Augment Traditional User Centered Design? (Preprint). JMIR mHealth and uHealth 2019;
    CrossRef
  10. 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
  11. 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
    CrossRef
  12. 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 2019;
    CrossRef
  13. 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
  14. 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
    CrossRef
  15. 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
    CrossRef
  16. 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
    CrossRef
  17. 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
    CrossRef

According to Crossref, the following books are citing this article (DOI 10.2196/games.6254)

:
  1. 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
  2. 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
    CrossRef
  3. Silva J, Oliveira E, Moreira D, Nunes F, Caic M, Madureira J, Pereira E. Entertainment Computing – ICEC 2018. 2018. Chapter 9:103
    CrossRef