[HTML][HTML] Empowering vulnerable target groups with serious games and gamification

LM van der Lubbe, C Gerritsen, MCA Klein… - Entertainment …, 2021 - Elsevier
Serious games and gamification is a popular and growing field, commercially and for
academic research. This paper aims to give an overview of a specific domain within the field …

Technophilia or technophobia: the unified model of the paradox of Taiwanese older adults' digital learning

YL Wang - Universal Access in the Information Society, 2024 - Springer
Previous research on technology adoption has primarily focused on younger populations,
while older adults' approach-avoidance conflicts toward digital learning have been relatively …

Towards self-management of chronic diseases in smart homes: physical exercise monitoring for chronic obstruction pulmonary disease patients

JG Teriús-Padrón, G Kapidis… - 2018 IEEE …, 2018 - ieeexplore.ieee.org
We aim to design a modular system that provides self-management of chronic diseases in a
Smart Home. The modularity is defined on a per-disease basis with distinctive requirements …

[PDF][PDF] „Fit-mit-ILSE“ für Senior*innen: User-Centred Design Prozess und Prototyp des Active and Assisted Living Systems

C Schneider, V Venek, H Rieser… - Aktives Altern im …, 2022 - library.oapen.org
In den kommenden Jahren werden in Österreich Menschen aus geburtenstarken
Jahrgängen (1956–1969), die sogenannten „Baby-Boomer “(Wolf et al., 2015), in Pension …

Technophilia or technophobia: The unified model of the paradox of older adults' digital learning

YL Wang - 2024 - researchsquare.com
Background: Previous research investigating technology adoption has emerged
prominently; however, little has been done with older adults' approach-avoidance conflict …

[引用][C] BACHELORARBEIT II

S Zettl