Published on in Vol 9, No 2 (2021): Apr-Jun

Preprints (earlier versions) of this paper are available at https://preprints.jmir.org/preprint/24449, first published .
Mobile Game Design Guide to Improve Gaming Experience for the Middle-Aged and Older Adult Population: User-Centered Design Approach

Mobile Game Design Guide to Improve Gaming Experience for the Middle-Aged and Older Adult Population: User-Centered Design Approach

Mobile Game Design Guide to Improve Gaming Experience for the Middle-Aged and Older Adult Population: User-Centered Design Approach

Authors of this article:

Seyeon Lee1 Author Orcid Image ;   Hyunyoung Oh1 Author Orcid Image ;   Chung-Kon Shi1 Author Orcid Image ;   Young Yim Doh1 Author Orcid Image

Journals

  1. Liu M, Choi S, Kim D, Williams D. Connecting in-game performance, need satisfaction, and psychological well-being: A comparison of older and younger players in World of Tanks. New Media & Society 2024;26(2):692 View
  2. Wang G, Zhu B, Fan Y, Wu M, Wang X, Zhang H, Yao L, Sun Y, Su B, Ma Z. Design and evaluation of an exergame system to assist knee disorders patients' rehabilitation based on gesture interaction. Health Information Science and Systems 2022;10(1) View
  3. White B, Martin A, White J. Gamification and older adults: opportunities for gamification to support health promotion initiatives for older adults in the context of COVID-19. The Lancet Regional Health - Western Pacific 2023;35:100528 View
  4. 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
  5. Guo J, Chow M, Amici J, Yu P, Kuo C. Public opinions about an older adult playing a persuasive game: Based on social media messages. Aging and Health Research 2023;3(2):100145 View
  6. Janssen J, van Es V, Châtel B, Tieben R, Deen M, Olde Rikkert M, Peeters G. Improving the Social Connectedness of Older Adults Through Digital Social Gaming - A Pilot Study. Journal of Technology in Behavioral Science 2023;9(3):463 View
  7. Orsega‐Smith E, Ruggiero L, Getchell N, Barmaki R, Nichols A, Varghese J, DeLauder R, Koiler R. Digital Health Games for Older Adults: Development, Implementation, and Programmatic Implications of Health Game Use in Senior Centers. Journal of Elder Policy 2023;2(3):127 View
  8. Zuo X, Tang Y, Chen Y, Zhou Z. Effects of Electronic Serious Games on Older Adults With Alzheimer’s Disease and Mild Cognitive Impairment: Systematic Review With Meta-Analysis of Randomized Controlled Trials. JMIR Serious Games 2024;12:e55785 View
  9. Pinazo-Hernandis S, Redolat R, Martin A, Murciano-Hueso A. Older adults and use of video games. Innovation: The European Journal of Social Science Research 2024:1 View
  10. 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

Books/Policy Documents

  1. Zamri J, Tenku Shariman T. 2nd International Conference on Creative Multimedia 2022 (ICCM 2022). View
  2. Eichhorn C, Plecher D, Bamberger D, von Thun F, Yang Z, Li M, Hiyama A, Klinker G. Human Aspects of IT for the Aged Population. View
  3. Phan T, Nguyen H, Huynh T, Nguyen T, Tran T, Ha H. 9th International Conference on the Development of Biomedical Engineering in Vietnam. View
  4. Cardona J, Arango-Lopez J, Vela F, Moreira F. Information Systems and Technologies. View
  5. Alvarez-Icaza I, Montalvo-Urquizo J, Huerta O. Proceedings of TEEM 2023. View