Enhancing our lives with immersive virtual reality

M Slater, MV Sanchez-Vives - Frontiers in Robotics and AI, 2016 - frontiersin.org
Virtual reality (VR) started about 50 years ago in a form we would recognize today [stereo
head-mounted display (HMD), head tracking, computer graphics generated images] …

Designing engaging games for education: A systematic literature review on game motivators and design principles

TH Laine, RSN Lindberg - IEEE Transactions on Learning …, 2020 - ieeexplore.ieee.org
Effective educational interventions require sufficient learner engagement, which can be
difficult to achieve if the learner is inadequately motivated. Games have been shown to …

[HTML][HTML] The role of virtual reality in improving health outcomes for community-dwelling older adults: systematic review

G Dermody, L Whitehead, G Wilson, C Glass - Journal of medical internet …, 2020 - jmir.org
Background Virtual reality (VR) delivered through immersive headsets creates an
opportunity to deliver interventions to improve physical, mental, and psychosocial health …

Adherence to technology-based exercise programs in older adults: a systematic review

T Valenzuela, Y Okubo, A Woodbury… - Journal of Geriatric …, 2018 - journals.lww.com
Background and Purpose: Exercise participation and adherence in older people is often low.
The integration of technology-based exercise programs may have a positive effect on …

Reducing the digital divide: Connecting older adults to iPad technology

JA Delello, RR McWhorter - Journal of Applied Gerontology, 2017 - journals.sagepub.com
America's older adult population is increasing at a dramatic rate due to better health care,
technology, and improved living conditions. However, as individuals 65 years and older …

Effects of virtual reality training (exergaming) compared to alternative exercise training and passive control on standing balance and functional mobility in healthy …

L Donath, R Rössler, O Faude - Sports medicine, 2016 - Springer
Background Balance training is considered an important means to decrease fall rates in
seniors. Whether virtual reality training (VRT) might serve as an appropriate treatment …

Beyond entertainment: motivations and outcomes of video game playing by older adults and their younger family members

S Osmanovic, L Pecchioni - Games and Culture, 2016 - journals.sagepub.com
The percentage of older adults who are active gamers has increased tremendously in recent
years. Although research shows that video games enhance physical and cognitive well …

Older adults' physical activity and exergames: a systematic review

DL Kappen, P Mirza-Babaei… - International Journal of …, 2019 - Taylor & Francis
Exertion games, also referred to as exergames, have become popular because they
combine physical activity (PA) with game mechanics, such as actions, challenges, and …

“Who doesn't think about technology when designing urban environments for older people?” A case study approach to a proposed extension of the WHO's age …

HR Marston, J Van Hoof - … journal of environmental research and public …, 2019 - mdpi.com
The World Health Organization (WHO) strives to assist and inspire cities to become more
“age-friendly”, and the fundamentals are included in the Global Age-Friendly Cities Guide …

Technology, gaming, and social networking

N Charness, WR Boot - Handbook of the Psychology of Aging, 2016 - Elsevier
We review recent data and theory about technology adoption and acceptance by older
adults, focusing on information and communications technology (ICT), digital gaming, and …