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Wearable Physical Activity Tracking Systems for Older Adults—A Systematic Review
2020
ACM Transactions on Computing for Healthcare
Physical activity (PA) positively impacts the quality of life of older adults, with technology as a promising factor in maintaining motivation. ...
Moreover, systems are often narrowly limited to walking, although older adults may enjoy a broader range of activities. ...
Fitness Effects on the Cognitive Function of Older Adults: A Meta-Analytic Study. ...
doi:10.1145/3402523
fatcat:zkfqzw2pqngehkf5u4vzeud2t4
A Survey on Gamification for Health Rehabilitation Care: Applications, Opportunities, and Open Challenges
2021
Information
However, a limited number of surveys have investigated the gamification of rehabilitation and the use of suitable game techniques for rehabilitation in the literature. ...
A classification of rehabilitation gamification is developed based on the rehabilitation gamifying requirements and the gamification characteristics that are commonly applied in rehabilitation applications ...
Evaluating a
stepping game
for older adults
Addressing balance
control issues to older
adults. ...
doi:10.3390/info12020091
fatcat:nxxh5vf3ijdore2q327uofvnue
Caregiverspro-Mmd Project: Customization Guidance Document - First Version
2017
Zenodo
) of the CAREGIVERSPRO-MMD platform. ...
This deliverable is the first version of the Customisation Guidance Document (D2.2) which present activities and progress made on gamification (T2.2), personalisation (T2.4) and interface adaptation (T2.5 ...
Medication management capacity in highly functioning community-living older adults: detection of early deficits. ...
doi:10.5281/zenodo.825996
fatcat:pr4zfelngfbgzbor7ebhgooqtm
"Guilty of Talking Too Much": How Psychotherapists Gamify Therapy
2022
CHI Conference on Human Factors in Computing Systems
Traditionally, game designers have driven the development process of psychotherapeutic games with psychotherapists playing a consultant role. ...
We analyze the resulting six prototypes from a game design and psychotherapy perspective. ...
Various forms of gamified therapy have been explored already, for a wide variety of users, including children, adolescents, and older adults [46, 119] . ...
doi:10.1145/3491102.3517437
fatcat:kxgu2ghhqvegfoodbtbmicjqsm
Promising technological innovations in cognitive training to treat eating-related behavior
2018
Appetite
(EF; a set of cognitive control processes such as inhibitory control, working memory, set shifting, that govern goal-directed behaviors). ...
An increasing body of work suggests that EF and AB training programs improve regulation of appetitive behaviors, especially if trainings are frequent and sustained. ...
, including assessment of planning difficulties in older adults, impairments in activities of daily living (ADLs), and executive functioning deficits post-stroke (Laver, George, Thomas, Deutsch, & Crotty ...
doi:10.1016/j.appet.2017.04.011
pmid:28414042
pmcid:PMC5641227
fatcat:rnvq3srtuzge3hlx7kdde2fkvm
Gender and Age Differences in Preferences on Game Elements and Platforms
2022
Sensors
Research based on an exploratory study is presented; it aims to explore the different types of interaction with gameful digital applications. ...
The study is based on a survey and provides findings from the literature review and empirical insights about users' differences and preferences regarding game elements. ...
in terms of age differences, decreasing in older adults. ...
doi:10.3390/s22093567
pmid:35591266
fatcat:hlqvysh24vhj7lxgloklc6qbc4
The VPL option for adults in Switzerland. Support on the pathway to a formal vocational qualification
2020
Zenodo
The VPL Biennale is a global conference series about systems and practices of Validation of Prior Learning-(VPL) for lifelong learning, working and living. ...
This concept is based on the idea of a two-yearly manifestation and congress on proceedings and state of the art in VPL practices, knowledge base, instruments and methodologies, best practices and implementation-strategies ...
of competences (optional study paths) as a future professional in the gaming industry. ...
doi:10.5281/zenodo.5771727
fatcat:vm4e6obxgjclnp6wj2ai4xdpli
Identification of educational and psychological feature methods
[article]
2021
Zenodo
Once the literature review of psychological variables and educational tools was completed, motivational factors for selecting psychological constructs to measure and educational components of a preference ...
The first step in WP2.5 was to perform a review in each of the 3 areas of interest. ...
Patient preference studies in health, as compared to other research field applications, include risk-information almost by definition. ...
doi:10.5281/zenodo.5750153
fatcat:dnezbcguznfk7l4toostcr3aui
Proceedings of Designing Self-care for Everyday Life. Workshop in conjunction with NordiCHI 2014, 27th October
2014
DAIMI Report Series
Last, we all engaged in a broader discussion with a mapping exercise of issues and challenges in relation to self-care. ...
In the afternoon, we engaged in a<br />participatory design exercise focused on the self-care of Parkinson's disease. ...
We are also grateful for the constructive feedback from the anonymous reviewers of our workshop paper, which helped us to get at least a little bit further in reflecting about our on-going research work ...
doi:10.7146/dpb.v41i597.20665
fatcat:x7rv36hfczdcfenlblleq7dp34
Designing Engaging Games for Education: A Systematic Literature Review on Game Motivators and Design Principles
2020
IEEE Transactions on Learning Technologies
Moreover, this article is the first step toward the creation of a unified gamification framework. ...
In this article, we conducted a systematic literature review that yielded two major contributions: 1) a taxonomy of 56 game motivators in 14 classes; and 2) a taxonomy of 54 educational game design principles ...
Furthermore, the authors investigated how user/player classification taxonomies could be used to tailor games for older adults. ...
doi:10.1109/tlt.2020.3018503
fatcat:7yantadmlna7nadilmmt3jixwq
Validity Threats in Quantitative Data Collection With Games: A Narrative Survey
2018
Simulation & Gaming
We combined an unsystematic bottom-up literature review with a systematic top-down application of standard validity threat typologies to games to arrive at a systematisation of game-characteristic validity ...
The wealth of potential validity threats in game-based research is met by a dearth of systematic methodological studies, leading us to outline several future research directions. ...
) favor, biasing the study toward that condition." ...
doi:10.1177/1046878118805515
fatcat:fmrq2n77rzh67agwddnkg2khvu
Healthcare Recommendations from the Personalised ICT Supported Service for Independent Living and Active Ageing (PERSSILAA) Study
2017
Proceedings of the 3rd International Conference on Information and Communication Technologies for Ageing Well and e-Health
The project produced 42 recommendations across clinical (screening, monitoring and managing of pre-frail older adults) technical (ICT-based innovations) and societal (health literacy in older adults, guidance ...
In the face of demographic ageing European healthcare providers and policy makers are recognising an increasing prevalence of frail, community-dwelling older adults, prone to adverse healthcare outcomes ...
Specifically , the authors thank -all older adults who joined the project: for Italy this includes residents from the Confalone, Pilar, Rogazionisti and Santa Maria della Salute communities; for the Netherlands ...
doi:10.5220/0006331800910103
dblp:conf/ict4ageingwell/OCaoimhMFVCNVWJ17
fatcat:xlss53ugd5ds5dqujh6kqdfgxi
An Immersive VR Platform for Assessing Spatial Navigation Memory in pre-dementia Screening: A Study of Feasibility and Usability (Preprint)
2019
JMIR Mental Health
This study aimed to design and evaluate the feasibility of an immersive VR platform to assess spatial navigation memory in older adults and establish its compatibility by comparing the outcome to a standard ...
In a pilot study with healthy older adults (N=42; mean age 73.22 years, SD 9.26), a landmark recall test was conducted, and assessment on the VR-CogAssess was compared against a standard PC (SPC) setup ...
Acknowledgments The authors would like to acknowledge the support of staff at Dougherty community center for providing us facilities to conduct this research: M Johan Alibasa (access to Android app and ...
doi:10.2196/13887
pmid:31482851
pmcid:PMC6751096
fatcat:epn5hhvklbe37aa6drno4fltpe
Adaptation of Gaming Features for Motivating Learners
2017
Simulation & Gaming
We propose an approach that aims to predict to which game mechanics a user is responsive, and to adapt the gaming features of the system according to this information. Methodology. ...
Gamification of learning environments is a recent approach used to enhance learners' motivation and participation. Aim. ...
The design of the gaming features may also have had an impact on the results of the study. The features were not tailored for a specific kind of participants. ...
doi:10.1177/1046878117712632
fatcat:gudqg7rc3zdfnety22ilhcgnzi
Practitioner review: Co‐design of digital mental health technologies with children and young people
2020
Journal of Child Psychology and Psychiatry and Allied Disciplines
We supplemented this with case studies and methods reported by researchers working in the field. ...
Co-design is a process of active involvement of stakeholders, requiring a change from the traditional approaches to intervention development. ...
S.M. and K.S. stand to gain financially from any commercialisation of SPARX. J.K. is a co-founder of Neuromotion Labs, which developed/ commercialised Mightier. ...
doi:10.1111/jcpp.13258
pmid:32572961
pmcid:PMC7611975
fatcat:zgqbq7bcfbb77flzafcv4vsqme
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