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

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

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

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

Journals

  1. Chesham A, Gerber S, Schütz N, Saner H, Gutbrod K, Müri R, 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 View
  2. 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
  3. 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
  4. Sokolov A, 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 View
  5. Khalili-Mahani N, De Schutter B, Mirgholami M, Holowka E, 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 View
  6. 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
  7. Nef T, Chesham A, Schütz N, Botros A, 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 View
  8. Belleville S, Cuesta M, Bieler-Aeschlimann M, Giacomino K, Widmer A, Mittaz Hager A, Perez-Marcos D, Cardin S, Boller B, Bier N, Aubertin-Leheudre M, Bherer L, Berryman N, Agrigoroaei S, Demonet J. 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) View
  9. Boon M, Asper L, 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 View
  10. 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
  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 View
  12. Bacha J, Gomes G, de Freitas T, Viveiro L, da Silva K, Bueno G, Varise E, Torriani-Pasin C, Alonso A, Luna N, D'Andrea Greve J, Pompeu J. 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 View
  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 View
  14. Boujut A, Mellah S, Lussier M, Maltezos S, Verty L, 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 View
  15. 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
  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 View
  17. Lee S, Oh H, Shi C, Doh Y. 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 View
  18. Beristain-Colorado M, Ambros-Antemate J, Vargas-Treviño M, Gutiérrez-Gutiérrez J, Moreno-Rodriguez A, Hernández-Cruz P, Gallegos-Velasco I, Torres-Rosas R. Standardizing the Development of Serious Games for Physical Rehabilitation: Conceptual Framework Proposal. JMIR Serious Games 2021;9(2):e25854 View
  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 View
  20. Suppan M, Stuby L, Harbarth S, Fehlmann C, 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 View
  21. Seçer İ, Us E. Digital Gaming Trends of Middle-Aged and Older Adults: A Sample from Turkey. Simulation & Gaming 2023;54(1):85 View
  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 View
  23. Bianchi I, Stefani C, Santiago P, Zanatta A, Rieder R. AnemiaAR: a serious game to support teaching of haematology. Journal of Visual Communication in Medicine 2022;45(3):134 View
  24. Belleville S, Cuesta M, Bieler-Aeschlimann M, Giacomino K, Widmer A, Mittaz Hager A, Perez-Marcos D, Cardin S, Boller B, Bier N, Aubertin-Leheudre M, Bherer L, Berryman N, Agrigoroaei S, Demonet J. Pre-frail older adults show improved cognition with StayFitLonger computerized home–based training: a randomized controlled trial. GeroScience 2023;45(2):811 View
  25. Upton C, Nastasi J, Raiff B. Identifying Video Game Preferences Among Adults Interested in Quitting Smoking Cigarettes: Survey Study. JMIR Serious Games 2022;10(1):e30949 View
  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 View
  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 View
  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 View
  29. Wu H, Guo C. The Older Gamer in Games Studies: Marginalised or Idealised?. Cultural Science Journal 2020;12(1):23 View
  30. Cardona J, Lopez J, Vela F, Moreira F. Meaningful learning: motivations of older adults in serious games. Universal Access in the Information Society 2023 View
  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 View
  32. Ambros-Antemate J, Beristain-Colorado M, Vargas-Treviño M, Gutiérrez-Gutiérrez J, Hernández-Cruz P, Gallegos-Velasco I, Moreno-Rodríguez A. Improving Adherence to Physical Therapy in the Development of Serious Games: Conceptual Framework Design Study. JMIR Formative Research 2023;7:e39838 View
  33. Nieto-Vieites A, Mallo S, Pérez-Blanco L, Felpete-López A, Lojo-Seoane C, Facal D, Juncos-Rabadán O, Pereiro A. A narrative video game for adults with subjective and objective cognitive impairment. Design and preliminary results on user-interaction and efficacy. Behaviour & Information Technology 2024;43(8):1518 View
  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) View
  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 View
  36. Harley J, Mantou Lou N, Ahn B, Liu Y. Improving queer history knowledge and perspective-taking toward LGBTQ+ people: There's an app for that. Teaching and Teacher Education 2024;143:104545 View
  37. Zhang B, 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 View
  38. Choi E, Lee B. Unlocking the potential of play: A TF-IDF analysis of ‘maple story’ as a serious game for cognitive enhancement in seniors. Entertainment Computing 2024:100800 View

Books/Policy Documents

  1. Tupsamudre H, Wasnik R, Biswas S, Pandit S, Vaddepalli S, Shinde A, Gokul C, Banahatti V, Lodha S. Serious Games. View
  2. Yu R, Yuen W, Peng L, Chan A. Human Aspects of IT for the Aged Population. Healthy and Active Aging. View
  3. Romana Greco F, D’Onofrio G. Frailty in the Elderly - Understanding and Managing Complexity. View
  4. DaCosta B, Seok S. Handbook of Research on Immersive Digital Games in Educational Environments. View
  5. 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
  6. Fischöder N, Iurgel I, Sezen T, van Turnhout K. Interactivity, Game Creation, Design, Learning, and Innovation. View
  7. Assadi A, Elbaz S, Khalili-Mahani N. Human Aspects of IT for the Aged Population. Supporting Everyday Life Activities. View
  8. Yu R, Ho T, Chan A. Advances in Human Factors and Ergonomics in Healthcare and Medical Devices. View
  9. Chen C, Krieger M, Sundar S. Handbook of the Psychology of Aging. View
  10. Hanandeh A, Abdullah Z, Harun J. Proceedings of International Conference on Emerging Technologies and Intelligent Systems. View
  11. Bernardino I, Almeida J, Baptista R, Mamede H. Digital Active Methodologies for Educative Learning Management. View
  12. Muñoz J, Montoya M, Boger J. Smart Home Technologies and Services for Geriatric Rehabilitation. View
  13. DaCosta B, Seok S. Research Anthology on Game Design, Development, Usage, and Social Impact. View
  14. Godfrey S, Barresi G. Internet of Things for Human-Centered Design. View
  15. Yu R, Chan A, Ko T. Human Aspects of IT for the Aged Population. Design, Interaction and Technology Acceptance. View
  16. Yu R, Chan A, Lu H. Human Aspects of IT for the Aged Population. View
  17. Vargas-Bustos J, Rechy-Ramirez E. Perspectives and Considerations on the Evolution of Smart Systems. View
  18. Hadi Mogavi R, Deng C, Hoffman J, Haq E, Gujar S, Bucchiarone A, Hui P. HCI in Games. View
  19. John S, Yang S, Martin-Hammond A. Human Aspects of IT for the Aged Population. View