Published on in Vol 10, No 2 (2022): Apr-Jun
Preprints (earlier versions) of this paper are
available at
https://preprints.jmir.org/preprint/33169, first published
.

Journals
- Kleschnitzki J, Grossmann I, Beyer R, Beyer L. Modification in the Motor Skills of Seniors in Care Homes Using Serious Games and the Impact of COVID-19: Field Study. JMIR Serious Games 2022;10(2):e36768 View
- Velciu M, Spiru L, Dan Marzan M, Reithner E, Geli S, Borgogni B, Cramariuc O, Mocanu I, Kołakowski J, Ayadi J, Rampioni M, Stara V. How Technology-Based Interventions Can Sustain Ageing Well in the New Decade through the User-Driven Approach. Sustainability 2023;15(13):10330 View
- Dadaczynski K. Digitale Spiele zur Förderung von körperlicher Aktivität und Fitness: Aktueller Stand, Chancen und Herausforderungen. B&G Bewegungstherapie und Gesundheitssport 2023;39(06):271 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
- Ganter-Argast C, Schipper M, Shamsrizi M, Stein C, Khalil R. The light side of gaming: creativity and brain plasticity. Frontiers in Human Neuroscience 2024;17 View
- Genzano N, Difino M, Limone P, Iuso S. The use of digital setting in clinical ad learning applications. RIVISTA DI PSICOLOGIA CLINICA 2024;(2):28 View
- Yorozuya K, Kubo Y, Fujii K, Nakashima D, Nagayasu T, Hayashi H, Sakai K, Amano K. Effect of digital game intervention on cognitive functions in older adults: a multiple baseline single case experimental design study. BMC Geriatrics 2024;24(1) View
- 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
- Nacimiento-García E, González-González C, Colombo-Ruano L, Gutiérrez-Vela F. Gamification and Immersive Experiences: A Gamified Approach for Promoting Active Aging. Applied Sciences 2024;14(23):10880 View
- Cakar M, Kadioglu H. The effect of recreational games on happiness, life satisfaction, loneliness, and somatisation in elderly individuals: a non-randomized controlled trial. BMC Psychology 2025;13(1) View
- Ma H, Wu Q, Hu K, Liu J, Huang Y, Liu X, Yang Q. Scoping Review of Gamification in Rehabilitation Care of Adults With Chronic Illnesses. Nursing Research 2025;74(3):233 View
- Tiburcio M, Martínez-Vélez N, Bernal-Pérez R, Huss J, Eichenberg C. Exploring Mexican psychotherapist's attitudes towards knowledge and use of serious games in clinical practice. Frontiers in Digital Health 2025;7 View
- Canapa G, Paternò F, Santoro C. Interactive Serious Games for Cognitive Training of Older Adults: A Systematic Review. IEEE Transactions on Computational Social Systems 2025;12(5):2445 View
Books/Policy Documents
Books/Policy Documents
- Smyczek S. Konsumenci seniorzy. Trendy w konsumpcji i zachowaniach rynkowych. View
Conference Proceedings
- Pérez Rodríguez S, González González C, Gutiérrez Vela F. XXII International Conference on Human Computer Interaction. Twist: a gamified platform with games and immersive experiences for active aging View
- Ferreira B, Reis S, Reis L, Pereira M, Silva E. 2024 IEEE Conference on Games (CoG). Co-Development of a Serious Game for Social Skills Training for patients with Acquired Brain Injury View
