Never Too Old to Play: The Appeal of Digital Games to an Older Audience
暂无分享,去创建一个
[1] Mariano Alcañiz Raya,et al. Cognition, technology and games for the elderly: An introduction to ELDERGAMES Project , 2006, PsychNology J..
[2] Leonard Reinecke,et al. In a Working Mood? , 2008, J. Media Psychol. Theor. Methods Appl..
[3] Mark D. Griffiths,et al. Home video game playing in schoolchildren: a study of incidence and patterns of play , 1995 .
[4] F. Atelsek,et al. Firo: A Three-Dimensional Theory of Interpersonal Behavior , 1959 .
[5] Laura E. Berk,et al. Development Through the Lifespan , 1997 .
[6] B. D. Schutter,et al. Meaningful Play in Elderly Life , 2008 .
[7] Jeroen Jansz,et al. Appeal of Playing Online First Person Shooter Games , 2007, Cyberpsychology Behav. Soc. Netw..
[8] Leonard Reinecke,et al. The Effects of Mood Management Processes on Subsequent Cognitive Performance , 2007 .
[9] J. Bryant,et al. Media effects : advances in theory and research , 2002 .
[10] Thomas E. Ruggiero. Uses and Gratifications Theory in the 21st Century , 2000 .
[11] Heidi Vandebosch,et al. Televisie in het leven van ouderen: een uses and gratifications-studie , 1999 .
[12] Rolf T. Wigand,et al. Electronic leisure: video game usage and the communication climate of video arcades. , 1986 .
[13] Heidi Vandebosch,et al. Elderly people's media use: at the crossroads of personal and societal developments , 2002 .
[14] Yu Zhou,et al. Age invaders: social and physical inter-generational family entertainment , 2006, CHI Extended Abstracts.
[15] A. Rubin. The uses-and-gratifications perspective of media effects. , 2002 .
[16] Karolien Poels,et al. Digital game design for elderly users , 2007, Future Play.
[17] Hy Resnick,et al. Evaluation of Computer Games' Impact upon Cognitively Impaired Frail Elderly , 2008 .
[18] Vero Vanden Abeele,et al. A Soft Approach to Computer Science: Designing & Developing Computer Games for and with Senior Citizens , 2007, J. Game Dev..
[19] G. Robert Whitcomb,et al. Computer games for the elderly , 1990, CQL '90.
[20] Jeroen Jansz,et al. Gaming at a LAN event: the social context of playing video games , 2005, New Media Soc..
[21] E. Katz,et al. The Uses of Mass Communications: Current Perspectives on Gratifications Research. Sage Annual Reviews of Communication Research Volume III. , 1975 .
[22] John L. Sherry,et al. Narrative and interactivity in computer games , 2006 .
[23] T. Grodal. Video Games and the Pleasure of Control , 2000 .
[24] C. Pearce,et al. Author's Note: Special Thanks for Their Support to Emily Morganti and Heather Logas of Telltale Games; Games and Culture Volume Xx Number X Month Xxxx Xx-xx the Truth about Baby Boomer Gamers a Study of Over-forty Computer Game Players , 2022 .
[25] J. Jansz,et al. Gaming for Different Reasons: What Motivates People to Play a Specific Video Game? , 2008 .
[26] Steven Malliet,et al. The challenge of video games to media effect theory , 2007 .
[27] John L. Sherry,et al. Sex Differences in Video Game Play: , 2004, Commun. Res..
[28] J. Goldstein,et al. Video games and the elderly , 1997 .
[29] Betty Schueren. Video Games: An Exploration of Their Potential as Recreational Activity Programs in Nursing Homes , 1986 .
[30] G. Selnow. Playing Videogames: The Electronic Friend , 1984 .