Published on in Vol 5, No 2 (2017): Apr-Jun
Journals
- 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
- 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
- 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 View
- 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
- 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
- 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
- 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
- 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
- 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
- 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
- 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
- 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
- Benham S, Kang M, Grampurohit N. Immersive Virtual Reality for the Management of Pain in Community-Dwelling Older Adults. OTJR: Occupational Therapy Journal of Research 2019;39(2):90 View
- 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
- 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
- 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
- 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
- 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
- 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
- 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
- Seçer İ, Us E. Digital Gaming Trends of Middle-Aged and Older Adults: A Sample from Turkey. Simulation & Gaming 2023;54(1):85 View
- 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
- 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
- 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
- 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
- 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
- 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
- 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 View
- Wu H, Guo C. The Older Gamer in Games Studies: Marginalised or Idealised?. Cultural Science Journal 2020;12(1):23 View
- Cardona J, Lopez J, Vela F, Moreira F. Meaningful learning: motivations of older adults in serious games. Universal Access in the Information Society 2024;23(4):1689 View
- 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
- 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
- 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
- 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
- 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
- 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
- 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
- Choi E, Lee B. Unlocking the potential of play: A TF-IDF analysis of ‘MapleStory’ as a serious game for cognitive enhancement in seniors. Entertainment Computing 2025;52:100800 View
- Wang Y, Morkūnas M, Wei J. Strategic Synergies: Unveiling the Interplay of Game Theory and Cultural Dynamics in a Globalized World. Games 2024;15(4):24 View
- Goodwin N, Powell G, Loizides F, Derry-Sumner H, Rajenderkumar D, Sumner P. Feasibility of gamified visual desensitisation for visually-induced dizziness. Scientific Reports 2024;14(1) View
- Salazar-Cardona J, Ceballos-Cardona B, Paderewski-Rodriguez P, Gutiérrez-Vela F, Arango-López J. Player Experience Evaluation in Game-Based Systems for Older Adults. Sensors 2024;24(18):6121 View
- Nguyen L, Murphy K, Andrews G. Design and development of a gamified cognitive training program targeting executive functions for older adults. Entertainment Computing 2025;52:100892 View
- Nguyen L, Murphy K, Andrews G. Older Adults’ Perceptions, Experiences, and Preferences of a Gamified Cognitive Training Program. International Journal of Human–Computer Interaction 2024:1 View
- Mota-Martínez M, Rechy-Ramirez E. A scoping review on serious games as rehabilitation technologies for ankle rehabilitation: game genres, game accessibility, and game usability. Universal Access in the Information Society 2024 View
Books/Policy Documents
- Tupsamudre H, Wasnik R, Biswas S, Pandit S, Vaddepalli S, Shinde A, Gokul C, Banahatti V, Lodha S. Serious Games. View
- Yu R, Yuen W, Peng L, Chan A. Human Aspects of IT for the Aged Population. Healthy and Active Aging. View
- Romana Greco F, D’Onofrio G. Frailty in the Elderly - Understanding and Managing Complexity. View
- DaCosta B, Seok S. Handbook of Research on Immersive Digital Games in Educational Environments. View
- 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
- Fischöder N, Iurgel I, Sezen T, van Turnhout K. Interactivity, Game Creation, Design, Learning, and Innovation. View
- Assadi A, Elbaz S, Khalili-Mahani N. Human Aspects of IT for the Aged Population. Supporting Everyday Life Activities. View
- Yu R, Ho T, Chan A. Advances in Human Factors and Ergonomics in Healthcare and Medical Devices. View
- Chen C, Krieger M, Sundar S. Handbook of the Psychology of Aging. View
- Hanandeh A, Abdullah Z, Harun J. Proceedings of International Conference on Emerging Technologies and Intelligent Systems. View
- Bernardino I, Almeida J, Baptista R, Mamede H. Digital Active Methodologies for Educative Learning Management. View
- Muñoz J, Montoya M, Boger J. Smart Home Technologies and Services for Geriatric Rehabilitation. View
- DaCosta B, Seok S. Research Anthology on Game Design, Development, Usage, and Social Impact. View
- Godfrey S, Barresi G. Internet of Things for Human-Centered Design. View
- Yu R, Chan A, Ko T. Human Aspects of IT for the Aged Population. Design, Interaction and Technology Acceptance. View
- Yu R, Chan A, Lu H. Human Aspects of IT for the Aged Population. View
- Vargas-Bustos J, Rechy-Ramirez E. Perspectives and Considerations on the Evolution of Smart Systems. View
- Hadi Mogavi R, Deng C, Hoffman J, Haq E, Gujar S, Bucchiarone A, Hui P. HCI in Games. View
- John S, Yang S, Martin-Hammond A. Human Aspects of IT for the Aged Population. View