[HTML][HTML] Systematic review of Kinect applications in elderly care and stroke rehabilitation

D Webster, O Celik - Journal of neuroengineering and rehabilitation, 2014 - Springer
Abstract In this paper we present a review of the most current avenues of research into
Kinect-based elderly care and stroke rehabilitation systems to provide an overview of the …

[HTML][HTML] What role can videogames play in the COVID-19 pandemic?

HR Marston, R Kowert - Emerald Open Research, 2023 - emerald.com
Video games are often thought of as trite activities for younger generations. However,
research in game studies over the last few decades have revealed that games can be …

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 …

[HTML][HTML] “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 …

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 …

[HTML][HTML] Older adults' perceptions of ICT: Main findings from the technology in later life (TILL) study

HR Marston, R Genoe, S Freeman, C Kulczycki… - Healthcare, 2019 - mdpi.com
Technology is entwined in 21st Century society, and within the lives of people across all
ages. The Technology In Later Life (TILL) study is the first piece of work contributing to the …

Investigating gameplay intention of the elderly using an Extended Technology Acceptance Model (ETAM)

Q Wang, X Sun - Technological Forecasting and Social Change, 2016 - Elsevier
With the increase in an aging population, there is an urgent need for innovative solutions to
help the elderly to improve their lives. Digital games have already been suggested as …

[HTML][HTML] eMental health experiences and expectations: a survey of youths' Web-based resource preferences in Canada

FM Wetterlin, MY Mar, EK Neilson, GR Werker… - Journal of medical …, 2014 - jmir.org
Background Due to the high prevalence of psychological disorders and the lack of access to
care among Canadian youth, the development of accessible services is increasingly …

Usability and effects of an exergame-based balance training program

S Wüest, NA Borghese, M Pirovano… - GAMES FOR …, 2014 - liebertpub.com
Background: Post-stroke recovery benefits from structured, intense, challenging, and
repetitive therapy. Exergames have emerged as promising to achieve sustained therapy …

Virtual reality training with three-dimensional video games improves postural balance and lower extremity strength in community-dwelling older adults

Y Lee, W Choi, K Lee, C Song… - Journal of aging and …, 2017 - journals.humankinetics.com
Avatar-based three-dimensional technology is a new approach to improve physical function
in older adults. The aim of this study was to use three-dimensional video gaming technology …

[HTML][HTML] No overt effects of a 6-week exergame training on sensorimotor and cognitive function in older adults. A preliminary investigation

M Ordnung, M Hoff, E Kaminski, A Villringer… - Frontiers in human …, 2017 - frontiersin.org
Several studies investigating the relationship between physical activity and cognition
showed that exercise interventions might have beneficial effects on working memory …