Published on in Vol 7, No 2 (2019): Apr-Jun

Preprints (earlier versions) of this paper are available at https://preprints.jmir.org/preprint/13303, first published .
Affective Game Planning for Health Applications: Quantitative Extension of Gerontoludic Design Based on the Appraisal Theory of Stress and Coping

Affective Game Planning for Health Applications: Quantitative Extension of Gerontoludic Design Based on the Appraisal Theory of Stress and Coping

Affective Game Planning for Health Applications: Quantitative Extension of Gerontoludic Design Based on the Appraisal Theory of Stress and Coping

Journals

  1. Pahayahay A, Khalili-Mahani N. What Media Helps, What Media Hurts: A Mixed Methods Survey Study of Coping with COVID-19 Using the Media Repertoire Framework and the Appraisal Theory of Stress. Journal of Medical Internet Research 2020;22(8):e20186 View
  2. 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
  3. 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
  4. 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
  5. Khalili-Mahani N, Sawchuk K. Double-Bind of Recruitment of Older Adults Into Studies of Successful Aging via Assistive Information and Communication Technologies: Mapping Review. JMIR Aging 2022;5(4):e43564 View
  6. Khalili-Mahani N, Holowka E, Woods S, Khaled R, Roy M, Lashley M, Glatard T, Timm-Bottos J, Dahan A, Niesters M, Hovey R, Simon B, Kirmayer L. Play the Pain: A Digital Strategy for Play-Oriented Research and Action. Frontiers in Psychiatry 2021;12 View
  7. Khalili-Mahani N, Woods S, Holowka E, Pahayahay A, Roy M. Toward a digital citizen lab for capturing data about alternative ways of self-managing chronic pain: An attitudinal user study. Frontiers in Rehabilitation Sciences 2022;3 View
  8. 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

Books/Policy Documents

  1. Khalili-Mahani N, de Schutter B, Sawchuk K. HCI International 2020 – Late Breaking Papers: Universal Access and Inclusive Design. View
  2. . Gamification Strategies for Retention, Motivation, and Engagement in Higher Education. View
  3. Khalili-Mahani N, Elbaz S, Pahayahay A, Timm-Bottos J. Social Computing and Social Media: Applications in Marketing, Learning, and Health. View
  4. Assadi A, Elbaz S, Khalili-Mahani N. Human Aspects of IT for the Aged Population. Supporting Everyday Life Activities. View
  5. Holowka E, Woods S, Pahayahay A, Roy M, Khalili-Mahani N. Digital Human Modeling and Applications in Health, Safety, Ergonomics and Risk Management. AI, Product and Service. View
  6. Costello R. Research Anthology on Developments in Gamification and Game-Based Learning. View
  7. Khalili-Mahani N, Sawchuk K, Elbaz S, Hebblethwaite S, Timm-Bottos J. Human Aspects of IT for the Aged Population. Design, Interaction and Technology Acceptance. View
  8. Khalili-Mahani N, Yaacoub J, Calcagnotto A, Leclair J, Timm-Bottos J. Human Aspects of IT for the Aged Population. View
  9. Khalili-Mahani N, Petersen B, Hebblethwaite S. Human Aspects of IT for the Aged Population. View