"Game-based psychotherapy" for active ageing: A game design proposal in non-game context
暂无分享,去创建一个
[1] Ann Bowling,et al. Enhancing later life: How older people perceive active ageing? , 2008, Aging & mental health.
[2] Christina Gloeckner. Interaction Ritual Essays In Face To Face Behavior , 2016 .
[3] Dick Stroud,et al. The 50-Plus Market: Why the Future Is Age-Neutral When It Comes to Marketing and Branding Strategies , 2006 .
[4] Anne Collins McLaughlin,et al. Successful aging through digital games: Socioemotional differences between older adult gamers and Non-gamers , 2013, Comput. Hum. Behav..
[5] E. Loos,et al. [Silver gaming: serious fun for seniors?]. , 2015, Tijdschrift voor gerontologie en geriatrie.
[6] Denise C. Park,et al. Neuroplasticity and cognitive aging: the scaffolding theory of aging and cognition. , 2009, Restorative neurology and neuroscience.
[7] D. Shaw. Human development report, 1990 : UNDP ix + 189 pages, £9.95, (New York and Oxford, Oxford University Press for UNDP, 1990)☆ , 1991 .
[8] D. Wantland,et al. The Effectiveness of Web-Based vs. Non-Web-Based Interventions: A Meta-Analysis of Behavioral Change Outcomes , 2004, Journal of medical Internet research.
[9] Mark D. Griffiths,et al. Videogames as therapy: a review of the medical and psychological literature , 2013 .
[10] D. Kort,et al. Senior gamers : preferences, motivations and needs , 2009 .
[11] Kaj Grønbæk,et al. Cooperative design: techniques and experiences from the Scandinavian scene , 1995 .
[12] Denise C. Park,et al. The aging mind: neuroplasticity in response to cognitive training , 2013, Dialogues in clinical neuroscience.
[13] Julita Vassileva,et al. Tailoring persuasive health games to gamer type , 2013, CHI.
[14] B Blobel,et al. eHealth: combining health telematics, telemedicine, biomedical engineering and bioinformatics to the edge. , 2008, Methods of information in medicine.
[15] A. Veloso,et al. The gamer's soul never dies: Review of digital games for an active ageing , 2015, 2015 10th Iberian Conference on Information Systems and Technologies (CISTI).
[16] Luciano Gamberini,et al. Playing for a Real Bonus: Videogames to Empower Elderly People , 2008 .
[17] Elwood F. Holton,et al. The Adult Learner : The Definitive Classic in Adult Education and Human Resource Development , 1998 .
[18] Karolien Poels,et al. Digital game design for elderly users , 2007, Future Play.
[19] Ana Veloso,et al. Social network games in an ageing society: Co-designing online games with adults aged 50 and over , 2015, 2015 10th Iberian Conference on Information Systems and Technologies (CISTI).
[20] Ana Isabel Veloso,et al. Factors Influencing the Adoption of Video Games in Late Adulthood: A Survey of Older Adult Gamers , 2016, Int. J. Technol. Hum. Interact..
[21] K. M. Lee,et al. Games for a better life: effects of playing Wii games on the well-being of seniors in a long-term care facility , 2009 .
[22] A. Beck,et al. Cognitive behavior therapy : basics and beyond , 2011 .
[23] Jih-Hsuan Lin,et al. Using Active Video Games for Physical Activity Promotion , 2013, Health education & behavior : the official publication of the Society for Public Health Education.
[24] J. Wiemeyer,et al. Serious games in prevention and rehabilitation—a new panacea for elderly people? , 2012, European Review of Aging and Physical Activity.
[25] Vero Vanden Abeele,et al. Designing meaningful play within the psycho-social context of older adults , 2010, Fun and Games '10.
[26] G Eysenbach,et al. What is e-health? , 2001, Encyclopedia of Social Network Analysis and Mining. 2nd Ed..
[27] Veerle Van Rompaey,et al. Introducing human-centered research to game design: designing game concepts for and with senior citizens , 2006, CHI EA '06.
[28] Ben Shneiderman,et al. eHealth research from the user's perspective. , 2007, American journal of preventive medicine.
[29] A. Kalache,et al. Active ageing: a policy framework. , 2003, Advances in gerontology = Uspekhi gerontologii.
[30] Assemblée mondiale sur le vieillissement. . Madrid. Political declaration and Madrid international plan of action on ageing , 2003 .
[31] 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 .
[32] E. Sanders. Generative Tools for Co-designing , 2000 .