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 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

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