How younger elderly realize usefulness of cognitive training video games to maintain their independent living
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DOI: 10.1016/j.ijinfomgt.2018.05.001
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Cited by:
- Bárbara-Mariana Gutiérrez-Pérez & Antonio-Víctor Martín-García & Alicia Murciano-Hueso & Ana-Paula Oliveira Cardoso, 2023. "Use of serious games with older adults: systematic literature review," Palgrave Communications, Palgrave Macmillan, vol. 10(1), pages 1-17, December.
- Koivisto, Jonna & Hamari, Juho, 2019. "The rise of motivational information systems: A review of gamification research," International Journal of Information Management, Elsevier, vol. 45(C), pages 191-210.
- Boyu Qiu & Yanrong Chen & Xu He & Ting Liu & Sixian Wang & Wei Zhang, 2021. "Short-Term Touch-Screen Video Game Playing Improves the Inhibition Ability," IJERPH, MDPI, vol. 18(13), pages 1-10, June.
- Franziska Handrich & Sven Heidenreich & Tobias Kraemer, 2022. "Innovate or game over? Examining effects of product innovativeness on video game success," Electronic Markets, Springer;IIM University of St. Gallen, vol. 32(2), pages 987-1002, June.
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Keywords
Assistive technology; Cognitive training video games; Elderly; Adoption; Usefulness;All these keywords.
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