Published on in Vol 27 (2025)

Preprints (earlier versions) of this paper are available at https://preprints.jmir.org/preprint/69080, first published .
Digital Gaming and Subsequent Health and Well-Being Among Older Adults: Longitudinal Outcome-Wide Analysis

Digital Gaming and Subsequent Health and Well-Being Among Older Adults: Longitudinal Outcome-Wide Analysis

Digital Gaming and Subsequent Health and Well-Being Among Older Adults: Longitudinal Outcome-Wide Analysis

Journals

  1. Wang H, Kawaguchi K, Ling L, Ide K, Nakagomi A, Kondo K. Health and well-being comparison between residents of serviced housing for older people and community-dwelling older adults in japan: a propensity score matching analysis. Social Psychiatry and Psychiatric Epidemiology 2025 View
  2. Jung E, Yu J. The Role of Digital Gaming in Addressing Loneliness Among Older Adults: A Scoping Review. Healthcare 2025;13(17):2140 View
  3. Ide K, Nakagomi A, Kawaguchi K, Shioya R, Takeuchi H, Tsuji T, Abe N, Kondo K, Shiba K. Points‐Based Health Incentive Program and Subsequent Health and Well‐Being in Japan: An Outcome‐Wide Approach. Journal of the American Geriatrics Society 2025;73(10):3166 View
  4. Forssell M, Turunen M, Hassan L, Aura I. Fostering playful learning: Accessibility in educational games for older adults. Human Technology 2025;21(2):251 View

Books/Policy Documents

  1. Smyczek S. Konsumenci seniorzy. Trendy w konsumpcji i zachowaniach rynkowych. View