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Published on in Vol 11 (2023)

Preprints (earlier versions) of this paper are available at https://preprints.jmir.org/preprint/45467, first published .
Elderly person's hands using a tablet, demonstrating senior tech adoption.

Design Preferences for a Serious Game–Based Cognitive Assessment of Older Adults in Prison: Thematic Analysis

Design Preferences for a Serious Game–Based Cognitive Assessment of Older Adults in Prison: Thematic Analysis

Journals

  1. Ryan L, O’Donoghue G, Crotty M, Birney S, Heary C, Hanlon M, Conlan O, Walsh J. Factors that influence general practitioners' obesity‐related clinical practices and determinants of behavior to target to promote best practice in obesity care: A qualitative exploration. Obesity Science & Practice 2024;10(5) View
  2. Nguyen L, Murphy K, Andrews G. Older Adults’ Perceptions, Experiences, and Preferences of a Gamified Cognitive Training Program. International Journal of Human–Computer Interaction 2025;41(14):8624 View
  3. Eckert M, Ostermann T, Ehlers J, Hohenberg G. Dementia and Video Games: Systematic and Bibliographic Review. Healthcare 2024;12(22):2310 View
  4. Mantell R, Withall A, Hagos A, Radford K, Ginnivan N, Snoyman P, Schofield P, Butler T, In Jane Hwang Y. A critical realist analysis of digital health screening for older people in prison. SSM - Qualitative Research in Health 2025;8:100581 View
  5. Mantell R, Hwang Y, Dark M, Radford K, Kasumovic M, Monds L, Schofield P, Butler T, Withall A. Evaluating the User Experience and Usability of Game-Based Cognitive Assessments for Older People: Systematic Review. JMIR Aging 2025;8:e65252 View
  6. Hwang J, Butler T, Schofield P, Mantell R, Kasumovic M, Ginnivan N, Radford K, Hubbard R, Gordon E, Montalto A, Snoyman P, Withall A. Equitable Digital Frailty Screening for Marginalized Older Adults Using Audio Computer-Assisted Self-Interview: Collaborative Development Guide and User Testing Study. JMIR Formative Research 2026;10:e85768 View
  7. Cheng M, Lai X, Zeng W, Bai S, Duan C, Sun D. Unlocking the Power of Gamification in K-12 STEM Education: A Meta-analysis of the Effects On Domain Knowledge, Higher-order Thinking, and Affective Outcomes. Educational Psychology Review 2026;38(1) View

Books/Policy Documents

  1. Steinkuehler C, Bannon K, Kruse R. Serious Games. View