Increase Physical Fitness and Create Health Awareness through Exergames and Gamification - The Role of Individual Factors, Motivation and Acceptance
暂无分享,去创建一个
Philipp Brauner | André Calero Valdez | Martina Ziefle | Ulrik Schroeder | M. Ziefle | U. Schroeder | P. Brauner
[1] Kathrin Maria Gerling,et al. Designing and evaluating digital games for frail elderly persons , 2011, Advances in Computer Entertainment Technology.
[2] 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 .
[3] Marcel Groten,et al. Human Factors in Supply Chain Management - Decision Making in Complex Logistic Scenarios , 2013, HCI.
[4] Sidney Fels,et al. Entertainment Computing - ICEC 2011 - 10th International Conference, ICEC 2011, Vancouver, Canada, October 5-8, 2011. Proceedings , 2011, ICEC.
[5] Martina Ziefle,et al. How older adults meet complexity: Aging effects on the usability of different mobile phones , 2005, Behav. Inf. Technol..
[6] A. Catania,et al. The Selection of Behavior. The Operant Behaviorism of BF Skinner: Comments and Consequences , 1988 .
[7] Philipp Brauner,et al. Intuitive Gestures on Multi-touch Displays for Reading Radiological Images , 2013, HCI.
[8] Yue Gao,et al. GrabApple: The Design of a Casual Exergame , 2011, ICEC.
[9] Anne Collins McLaughlin,et al. Video Game Design for Older Adults , 2011 .
[10] Martina Ziefle,et al. Understanding age differences in PDA acceptance and performance , 2007, Comput. Hum. Behav..
[11] Martina Ziefle,et al. Effects of age, cognitive, and personal factors on PDA menu navigation performance , 2009, Behav. Inf. Technol..
[12] Anne Collins McLaughlin,et al. Putting Fun into Video Games for Older Adults , 2012 .
[13] A. Bandura. Self-efficacy: toward a unifying theory of behavioral change. , 1977, Psychology Review.
[14] Fred D. Davis. Perceived Usefulness, Perceived Ease of Use, and User Acceptance of Information Technology , 1989, MIS Q..
[15] Nick Yee,et al. Motivations for Play in Online Games , 2006, Cyberpsychology Behav. Soc. Netw..
[16] F. Reichheld. The one number you need to grow. , 2003, Harvard business review.
[17] James R. Parker,et al. A Comparison of Exergaming Interfaces for Use in Rehabilitation Programs and Research , 2012 .
[18] C. Bisson,et al. Fun in Learning: The Pedagogical Role of Fun in Adventure Education , 1996 .
[19] J. McGonigal. Reality Is Broken: Why Games Make Us Better and How They Can Change the World , 2011 .
[20] D. Premack. Toward empirical behavior laws. I. positive reinforcement. , 1959, Psychological review.
[21] B. D. Schutter,et al. Meaningful Play in Elderly Life , 2008 .