Published on in Vol 20, No 6 (2018): June

Preprints (earlier versions) of this paper are available at https://preprints.jmir.org/preprint/10486, first published .
The Social Effects of Exergames on Older Adults: Systematic Review and Metric Analysis

The Social Effects of Exergames on Older Adults: Systematic Review and Metric Analysis

The Social Effects of Exergames on Older Adults: Systematic Review and Metric Analysis

Journals

  1. Gorsic M, Clapp J, Darzi A, Novak D. A Brief Measure of Interpersonal Interaction for 2-Player Serious Games: Questionnaire Validation. JMIR Serious Games 2019;7(3):e12788 View
  2. Drazich B, LaFave S, Crane B, Szanton S, Carlson M, Budhathoki C, Taylor J. Exergames and Depressive Symptoms in Older Adults: A Systematic Review. Games for Health Journal 2020;9(5):339 View
  3. Pallavicini F, Pepe A. Virtual Reality Games and the Role of Body Involvement in Enhancing Positive Emotions and Decreasing Anxiety: Within-Subjects Pilot Study. JMIR Serious Games 2020;8(2):e15635 View
  4. Chan G, Arya A, Orji R, Zhao Z. Motivational strategies and approaches for single and multi-player exergames: a social perspective. PeerJ Computer Science 2019;5:e230 View
  5. Su Z, Zeng C. The Effects of Health Consideration on Exergaming Behavior in College Students: A Structural Equation Perspective. Research Quarterly for Exercise and Sport 2020:1 View
  6. Peng H, Tien C, Lin P, Peng H, Song C. Novel Mat Exergaming to Improve the Physical Performance, Cognitive Function, and Dual-Task Walking and Decrease the Fall Risk of Community-Dwelling Older Adults. Frontiers in Psychology 2020;11 View
  7. Jacob Rodrigues M, Postolache O, Cercas F. Physiological and Behavior Monitoring Systems for Smart Healthcare Environments: A Review. Sensors 2020;20(8):2186 View
  8. Patsantaras N. Virtual bodies (avatars) and sport exercises: some important thoughts. European Journal for Sport and Society 2020;17(4):339 View
  9. Khalili-Mahani N, De Schutter B. Affective Game Planning for Health Applications: Quantitative Extension of Gerontoludic Design Based on the Appraisal Theory of Stress and Coping. JMIR Serious Games 2019;7(2):e13303 View
  10. Chandrasekaran B. “Exergames”: exuberant or just exaggeration? (response to Semina Nani et al. (2019). Can 10 weeks intervention with exergames contribute to better subjective vitality and physical health?). Sport Sciences for Health 2019;15(1):263 View
  11. Marello M, Clark M, Patrick J. Pokémon GO: Gotta Catch ‘Em All... but with My Younger Friends. The Computer Games Journal 2020;9(2):207 View
  12. Corregidor-Sánchez A, Segura-Fragoso A, Criado-Álvarez J, Rodríguez-Hernández M, Mohedano-Moriano A, Polonio-López B. Effectiveness of Virtual Reality Systems to Improve the Activities of Daily Life in Older People. International Journal of Environmental Research and Public Health 2020;17(17):6283 View
  13. Khalili-Mahani N, Assadi A, Li K, Mirgholami M, Rivard M, Benali H, Sawchuk K, De Schutter B. Reflective and Reflexive Stress Responses of Older Adults to Three Gaming Experiences In Relation to Their Cognitive Abilities: Mixed Methods Crossover Study. JMIR Mental Health 2020;7(3):e12388 View
  14. Buyl R, Beogo I, Fobelets M, Deletroz C, Van Landuyt P, Dequanter S, Gorus E, Bourbonnais A, Giguère A, Lechasseur K, Gagnon M. e-Health interventions for healthy aging: a systematic review. Systematic Reviews 2020;9(1) View
  15. Dove E, Astell A. Kinect Project: People with dementia or mild cognitive impairment learning to play group motion‐based games. Alzheimer's & Dementia: Translational Research & Clinical Interventions 2019;5(1):475 View
  16. Martins A, Guia D, Saraiva M, Pereira T. Effects of A “Modified” Otago Exercise Program on the Functional Abilities and Social Participation of Older Adults Living in the Community—The AGA@4life Model. International Journal of Environmental Research and Public Health 2020;17(4):1258 View
  17. Madrigal-Pana J, Gómez-Figueroa J, Moncada-Jiménez J. Adult Perception Toward Videogames and Physical Activity Using Pokémon Go. Games for Health Journal 2019;8(3):227 View
  18. Valenzuela T, Razee H, Schoene D, Lord S, Delbaere K. An Interactive Home-Based Cognitive-Motor Step Training Program to Reduce Fall Risk in Older Adults: Qualitative Descriptive Study of Older Adults’ Experiences and Requirements. JMIR Aging 2018;1(2):e11975 View
  19. Li J, Theng Y, Foo S. Play Mode Effect of Exergames on Subthreshold Depression Older Adults: A Randomized Pilot Trial. Frontiers in Psychology 2020;11 View
  20. Heinbach M, Block A, Hubbard E, Cataldo J, Cooper B, Leutwyler H. Impact of exergames on psychiatric symptoms in older adults with serious mental illness. Aging & Mental Health 2020:1 View
  21. Chu C, Biss R, Cooper L, Quan A, Matulis H. Exergaming Platform for Older Adults Residing in Long-Term Care Homes: User-Centered Design, Development, and Usability Study. JMIR Serious Games 2021;9(1):e22370 View
  22. Choi H, Lee S. Trends and Effectiveness of ICT Interventions for the Elderly to Reduce Loneliness: A Systematic Review. Healthcare 2021;9(3):293 View
  23. Subramanian S, Skjæret-Maroni N, Dahl Y. Systematic Review of Design Guidelines for Full-Body Interactive Games. Interacting with Computers 2021;32(4):367 View
  24. Da Silva Júnior J, Biduski D, Bellei E, Becker O, Daroit L, Pasqualotti A, Tourinho Filho H, De Marchi A. A Bowling Exergame to Improve Functional Capacity in Older Adults: Co-Design, Development, and Testing to Compare the Progress of Playing Alone Versus Playing With Peers. JMIR Serious Games 2021;9(1):e23423 View
  25. Wan Yunus F, Tan X, Romli M. Investigating the Feasibility of Exergame on Sleep and Emotion Among University Students. Games for Health Journal 2020;9(6):415 View
  26. Sato T, Shimizu K, Shiko Y, Kawasaki Y, Orita S, Inage K, Shiga Y, Suzuki M, Sato M, Enomoto K, Takaoka H, Mizuki N, Kim G, Hozumi T, Tsuchiya R, Otagiri T, Mukaihata T, Furuya T, Maki S, Nakamura J, Hagiwara S, Aoki Y, Koda M, Akazawa T, Takahashi H, Takahashi K, Ohtori S, Eguchi Y. Effects of Nintendo Ring Fit Adventure Exergame on Pain and Psychological Factors in Patients with Chronic Low Back Pain. Games for Health Journal 2021 View

Books/Policy Documents

  1. Fleming T, Sutcliffe K, Lucassen M, Pine R, Donkin L. Reference Module in Neuroscience and Biobehavioral Psychology. View