Digital game design for elderly users
By W. Ijsselsteijn, H. Nap, Y. D. Kort, Karolien Poels. Conference on Future Play, 2007
587 citations recorded by the source corpus.
Subfields: Demography, General Health Professions, Neuropsychology and Physiological Psychology
View Paper: https://www.semanticscholar.org/paper/9c5759c5ab6116a15f8bc991e1a60f7e0a1fee33
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In Demography
In General Health Professions
In Neuropsychology and Physiological Psychology
Citations in the corpus
- Full-body motion-based game interaction for older adults (2012, background): “Likewise, Ijsselsteijn et al. [15] analyzed age-related changes and present a set of design recommendations including the creation of individually meaningful and visually adjustable games providing multimodal feedback.”
- The benefits of and constraints to participation in seniors’ online communities (2014, background): “Results indicated that in a reality of limited alternatives for digital games that meet older adults’ needs and interests (De Schutter & Abeele, 2008; Griffiths et al., 2004; IJsselsteijn et al., 2007), seniors have found an independent system to satisfy their need for play.”
- Demographic differences in perceived benefits from gamification (2014, background): “…and physical activity, increasing chances of social connectedness, and offering instant feedback and support while also increasing one’s sense of self-efficacy could afford motivations for technology use among older generations (Arning & Ziefle, 2007; Czaja et al., 2006; Ijsselsteijn et al., 2007).”
- Effects of Playing Wii on Well-Being in the Elderly: Physical Activity, Loneliness, and Mood (2011, background): “, 1997); however, elderly individuals do show interest in keeping up with technologies, especially when there are perceived social and health benefits (Goldstein et al., 1997; Ijsselsteijn et al., 2007; McGuire, 1984).”