Published on in Vol 12 (2024)

Preprints (earlier versions) of this paper are available at https://preprints.jmir.org/preprint/36154, first published .
Understanding Senior Adults’ Needs, Preferences, and Experiences of Commercial Exergames for Health: Usability Study

Understanding Senior Adults’ Needs, Preferences, and Experiences of Commercial Exergames for Health: Usability Study

Understanding Senior Adults’ Needs, Preferences, and Experiences of Commercial Exergames for Health: Usability Study

Authors of this article:

Yu-Han Wang1 Author Orcid Image

Journals

  1. Hernandez-Martinez J, Cid-Calfucura I, Herrera-Valenzuela T, Fritz-Silva N, Mello J, Perez-Carcamo J, Vásquez-Carrasco E, Merellano-Navarro E, Branco B, Valdés-Badilla P. Xbox Kinect Sports vs. Nintendo Switch Sports and Their Effects on Body Composition and Physical Performance in Older Females: A Randomized Controlled Trial. Journal of Clinical Medicine 2024;13(17):4987 View
  2. Qiu Y, Luximon Y. Analysis of Postures, Perceived Physical Safety, and Technology Acceptance of Immersive Exergames Among Older Adults. Applied Sciences 2025;15(7):3711 View
  3. Kóra S, Wersényi G, Prukner P, Drotár I, Prontvai N, Kós P, Tollár J. Effectiveness of High-Intensity Therapy in Rehabilitation of Parkinson’s Disease Patients. Applied Sciences 2025;15(11):5890 View
  4. Wu X, Chen Y, Guo M. Game Design for Older Adults: A Bibliometric Review of Trends and Future Directions. International Journal of Human–Computer Interaction 2025:1 View
  5. Alhasan H, Alandijani E, Bahamdan L, Khudary G, Aburaya Y, Awali A, Alshehri M. Home-Based Virtual Reality Training for Enhanced Balance, Strength, and Mobility Among Older Adults With Frailty: Systematic Review and Meta-Analysis. JMIR Serious Games 2025;13:e67146 View
  6. Thuilier E, Carey J, Dingliana J, Brennan A. The use of virtual rehabilitation Augmented Reality (AR) exergames for patients with osteoporosis to improve balance, muscle strength and confidence: Study design for a clinical trial. Contemporary Clinical Trials 2025;157:108059 View
  7. Cheng E, Cheung D, Chiu A, Cheung J, Wong D. A Drum-Based Serious Game for Physical and Cognitive Training in Older Adults: Development and Mixed Methods Usability Study. International Journal of Human–Computer Interaction 2025:1 View
  8. Song X, Ali N, Salim M, Rezaldi M. Immersive Tai Chi for Home-Based Exercise in Older Adults: A Usability and Feasibility Study (Preprint). JMIR Serious Games 2025 View
  9. Bologna W, Buckheit K, Esser K, de Larrea-Mancera E, Stecker G, Gallun F, Seitz A. Effects of Gamification on Performance and Subjective Listening Effort on a Spatial Release From Masking Task. Journal of Speech, Language, and Hearing Research 2025:1 View