A systematic review of gamification techniques applied to elderly care

D Martinho, J Carneiro, JM Corchado… - Artificial Intelligence …, 2020 - Springer
The proportion of the world's population growing older is rapidly increasing over the last
decades. With the recent progresses seen in information and communication technologies …

E-health practices and technologies: a systematic review from 2014 to 2019

MH Da Fonseca, F Kovaleski, CT Picinin, B Pedroso… - Healthcare, 2021 - mdpi.com
E-health can be defined as a set of technologies applied with the help of the internet, in
which healthcare services are provided to improve quality of life and facilitate healthcare …

Seniors' adoption of digital devices and virtual event platforms in Singapore during Covid-19

A Perdana, IA Mokhtar - Technology in Society, 2022 - Elsevier
In Singapore, with the nationwide implementation of Covid-19 physical restrictions and safe
management measures (SMMs) in place because of the pandemic, the seniors' regular …

Gains in cognition through combined cognitive and physical training: the role of training dosage and severity of neurocognitive disorder

PD Bamidis, P Fissler, SG Papageorgiou… - Frontiers in aging …, 2015 - frontiersin.org
Physical as well as cognitive training interventions improve specific cognitive functions but
effects barely generalize on global cognition. Combined physical and cognitive training may …

[HTML][HTML] Immersive virtual reality exergames for persons living with dementia: user-centered design study as a multistakeholder team during the COVID-19 pandemic

J Muñoz, S Mehrabi, Y Li, A Basharat… - JMIR Serious …, 2022 - games.jmir.org
Background: Advancements in supporting personalized health care and well-being using
virtual reality (VR) have created opportunities to use immersive games to support a healthy …

Player experience of needs satisfaction (PENS) in an immersive virtual reality exercise platform describes motivation and enjoyment

K Ijaz, N Ahmadpour, Y Wang… - International Journal of …, 2020 - Taylor & Francis
Recent research suggests that virtual reality (VR) games can engage players in physical
activity with high levels of enjoyment. Understanding users' motivation to engage and enjoy …

Physical activity and exergames among older adults: a scoping review

NA Ismail, HA Hashim, H Ahmad Yusof - Games for Health Journal, 2022 - liebertpub.com
Recently, exergames have been widely applied as exercise platforms among older adults.
However, studies on the influence of exergames on older adults' physical activity remain …

Internet-of-gamification: A review of literature on IoT-enabled gamification for user engagement

R Xiao, Z Wu, J Hamari - International Journal of Human–Computer …, 2022 - Taylor & Francis
Engagement is a common goal pursued by most social and technical systems, because of
its widely acknowledged effects on enhancing user acceptance and performance. Previous …

Effects of exergaming in people with dementia: results of a systematic literature review

J Van Santen, RM Dröes, M Holstege… - Journal of …, 2018 - content.iospress.com
Background: Physical exercise benefits functioning, health, and well-being. However,
people living with dementia in particular hardly engage in exercise. Exergaming (exercise …

Academic methods for usability evaluation of serious games: a systematic review

R Yanez-Gomez, D Cascado-Caballero… - Multimedia Tools and …, 2017 - Springer
In the last years, there has been an increasing interest in the design of video games as a
tool for education, training, health promotion, socialization, etc. Usability, which is a key …