Published on in Vol 8, No 2 (2020): Apr-Jun

Serious Motion-Based Exercise Games for Older Adults: Evaluation of Usability, Performance, and Pain Mitigation

Serious Motion-Based Exercise Games for Older Adults: Evaluation of Usability, Performance, and Pain Mitigation

Serious Motion-Based Exercise Games for Older Adults: Evaluation of Usability, Performance, and Pain Mitigation

Authors of this article:

Philipp Brauner 1 Author Orcid Image ;   Martina Ziefle 1 Author Orcid Image

Journals

  1. Brauner P, Ziefle M. Social acceptance of serious games for physical and cognitive training in older adults residing in ambient assisted living environments. Journal of Public Health 2022;30(1):63 View
  2. Darzi A, McCrea S, Novak D. User Experience With Dynamic Difficulty Adjustment Methods for an Affective Exergame: Comparative Laboratory-Based Study. JMIR Serious Games 2021;9(2):e25771 View
  3. 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
  4. Babaei Bonab S, Parvaneh M. The effect of twelve weeks of tai chi exercises on sleep quality, pain perception, and death anxiety in elderly women. Annales Médico-psychologiques, revue psychiatrique 2022;180(9):905 View
  5. Bastardo R, Martins A, Pavão J, Silva A, Rocha N. Methodological Quality of User-Centered Usability Evaluation of Ambient Assisted Living Solutions: A Systematic Literature Review. International Journal of Environmental Research and Public Health 2021;18(21):11507 View
  6. Lau S, Ganesan B, Fong K. The Impact of Serious Games on Physical Activity, Cognitive Training and Mental Health for the Ageing Population During COVID-19: Implications and Future Trajectories. Journal of Global Health Neurology and Psychiatry 2022 View
  7. Ullah M, Amin S, Munsif M, Yamin M, Safaev U, Khan H, Khan S, Ullah H. Serious games in science education: a systematic literature. Virtual Reality & Intelligent Hardware 2022;4(3):189 View
  8. Yang C, Han X, Jin M, Xu J, Wang Y, Zhang Y, Xu C, Zhang Y, Jin E, Piao C. The Effect of Video Game–Based Interventions on Performance and Cognitive Function in Older Adults: Bayesian Network Meta-analysis. JMIR Serious Games 2021;9(4):e27058 View
  9. Oyibo K, Wang K, Morita P. Using Smart Home Technologies to Promote Physical Activity Among the General and Aging Populations: Scoping Review. Journal of Medical Internet Research 2023;25:e41942 View
  10. Kim J, Kim C, Xiang Y, Park J, Kang H, Song W, Lee H, Lee C, Ahn Y, Seo D. Effect of a Kinect-Based Exercise on Improving Job-Related Physical Fitness Tests for Korean Firefighters. The Asian Journal of Kinesiology 2023;25(3):30 View
  11. Saragih I, Suarilah I, Saragih I, Lin Y, Lin C. Efficacy of serious games for chronic pain management in older adults: A systematic review and meta‐analysis. Journal of Clinical Nursing 2024;33(3):1185 View
  12. Petsani D, Santonen T, Merino-Barbancho B, Epelde G, Bamidis P, Konstantinidis E. Categorizing digital data collection and intervention tools in health and wellbeing living lab settings: A modified Delphi study. International Journal of Medical Informatics 2024;185:105408 View

Books/Policy Documents

  1. Regalado F, Ortet C, Veloso A. Human Aspects of IT for the Aged Population. View
  2. Fonseca X. Computer Science for Game Development and Game Development for Computer Science. View