메뉴 건너뛰기




Volumn 39, Issue 3, 2013, Pages 194-208

Digital Gaming Perspectives of Older Adults: Content vs. Interaction

Author keywords

[No Author keywords available]

Indexed keywords


EID: 84872569371     PISSN: 03601277     EISSN: 15210472     Source Type: Journal    
DOI: 10.1080/03601277.2012.700817     Document Type: Article
Times cited : (28)

References (43)
  • 3
    • 38049006918 scopus 로고    scopus 로고
    • Does body movement engage you more in digital game play? And why?
    • In:, In:, In: Palva A., editorsPrada R., editorsPicard R. W., editors (Eds.), Berlin, Germany,: Springer Link
    • Bianchi-Berthouze, N., Kim, W. W., & Patel, D. (2007). Does body movement engage you more in digital game play? And why? In A. Palva, R. Prada, & R. W. Picard (Eds.), Affective computing and intelligent interaction (pp. 102-113). Berlin, Germany: Springer Link.
    • (2007) Affective computing and intelligent interaction , pp. 102-113
    • Bianchi-Berthouze, N.1    Kim, W.W.2    Patel, D.3
  • 5
    • 84871205643 scopus 로고    scopus 로고
    • Can video games make you cry?
    • Bowenresearch. Retrieved from
    • Bowen, H. (2005). Can video games make you cry? GameInformer Magazine. Bowenresearch. Retrieved fromhttp://www.bowenresearch.com/studies.php?id=3
    • (2005) GameInformer Magazine
    • Bowen, H.1
  • 7
    • 79951552214 scopus 로고    scopus 로고
    • Assessing and training standing balance in older adults: A novel approach using the 'Nintendo Wii' Balance Board
    • Brault, S., Craig, C., Ferguson, S., & Young, W. (2010). Assessing and training standing balance in older adults: A novel approach using the 'Nintendo Wii' Balance Board. Gait & Posture, 33 (2), 303-305.
    • (2010) Gait & Posture , vol.33 , Issue.2 , pp. 303-305
    • Brault, S.1    Craig, C.2    Ferguson, S.3    Young, W.4
  • 8
    • 84863927999 scopus 로고    scopus 로고
    • Formal abstract design tools
    • July 16, Retrieved from
    • Church, D. (1999, July 16). Formal abstract design tools. Gamasutra. Retrieved from http://www.gamasutra.com/view/feature/3357/formal_abstract_design_tools.php
    • (1999) Gamasutra
    • Church, D.1
  • 11
    • 84872523135 scopus 로고    scopus 로고
    • Designing meaningful play within the psycho-social context of older adults
    • September
    • De Schutter, B., & Vanden Abeele, V. (2010, September). Designing meaningful play within the psycho-social context of older adults. Fun & Games 13-15.
    • (2010) Fun & Games , pp. 13-15
    • de Schutter, B.1    Vanden Abeele, V.2
  • 14
    • 84872517409 scopus 로고    scopus 로고
    • Middlesbrough, UK,: School of Computing & Mathematics, University of Teesside, Retrieved from
    • Fencott, P. C. (2007). Virtual storytelling as narrative potential: Towards an ecology of narrative. Middlesbrough, UK: School of Computing & Mathematics, University of Teesside. Retrieved from http://www.fencott.com/Clive/TU/research/FencottVS.pdf
    • (2007) Virtual storytelling as narrative potential: Towards an ecology of narrative
    • Fencott, P.C.1
  • 16
  • 22
    • 0012417069 scopus 로고    scopus 로고
    • Content design for virtual environments
    • In: Stanney K. M., editors Mahwah, NJ, Lawrence Erlbaum
    • Isdale, J., Fencott, C., Heim, M., & Daly, L. (2001). Content design for virtual environments. In K. M. Stanney (Ed.), The virtual environment handbook (pp. 519-532). Mahwah, NJ: Lawrence Erlbaum.
    • (2001) The virtual environment handbook , pp. 519-532
    • Isdale, J.1    Fencott, C.2    Heim, M.3    Daly, L.4
  • 23
    • 0030306423 scopus 로고    scopus 로고
    • Development and validation of a scale to measure optimal experience: The Flow State Scale
    • Jackson, S. A., & Marsh, H. W. (1996). Development and validation of a scale to measure optimal experience: The Flow State Scale. Journal of Sport and Exercise Psychology, 18, 17-35.
    • (1996) Journal of Sport and Exercise Psychology , vol.18 , pp. 17-35
    • Jackson, S.A.1    Marsh, H.W.2
  • 25
    • 38149126112 scopus 로고    scopus 로고
    • Age invaders: Social and physical inter-generational mixed reality family entertainment
    • Khoo, E. T., & Cheok, A. D. (2006). Age invaders: Social and physical inter-generational mixed reality family entertainment. The International Journal of Virtual Reality, 5 (2), 45-50.
    • (2006) The International Journal of Virtual Reality , vol.5 , Issue.2 , pp. 45-50
    • Khoo, E.T.1    Cheok, A.D.2
  • 26
    • 57049121330 scopus 로고    scopus 로고
    • (Master's thesis). University of Helsinki, Helsinki, Finland. Retrieved from
    • Kivikangas, M. J. (2006). Psychophysiology of flow experience: An explorative study (Master's thesis). University of Helsinki, Helsinki, Finland. Retrieved fromhttp://ethesis.helsinki.fi/julkaisut/psyko/pg/kivikanga/psychoph.pdf
    • (2006) Psychophysiology of flow experience: An explorative study
    • Kivikangas, M.J.1
  • 29
    • 85039412602 scopus 로고
    • Heuristics for designing enjoyable user interfaces: Lessons from computer games
    • New York, NY, ACM
    • Malone, T. W. (1982). Heuristics for designing enjoyable user interfaces: Lessons from computer games. In Proceedings of the 1982 conference on human factors in computing systems (pp. 63-68). New York, NY: ACM. doi:10.1145/800049.801756
    • (1982) Proceedings of the 1982 conference on human factors in computing systems , pp. 63-68
    • Malone, T.W.1
  • 30
    • 85084523926 scopus 로고
    • Making learning fun: A taxonomy of intrinsic motivations for learning
    • In:, In: Snow R. E., editorsFarr M. J., editors Hillsdale, NJ, Lawrence Erlbaum
    • Malone, T. W., & Lepper, M. R. (1987). Making learning fun: A taxonomy of intrinsic motivations for learning. In R. E. Snow & M. J. Farr (Eds.), Aptitude, learning, and instruction: Vol. 3. Cognitive and affective process analyses (pp. 223-253). Hillsdale, NJ: Lawrence Erlbaum.
    • (1987) Aptitude, learning, and instruction: Vol. 3. Cognitive and affective process analyses , pp. 223-253
    • Malone, T.W.1    Lepper, M.R.2
  • 32
    • 84926281457 scopus 로고
    • Improving the quality of life for residents of long term care facilities through videogames
    • McGuire, F. (1984). Improving the quality of life for residents of long term care facilities through videogames. Activities, Adaptation and Aging, 6, 1-7.
    • (1984) Activities, Adaptation and Aging , vol.6 , pp. 1-7
    • McGuire, F.1
  • 36
    • 70349320074 scopus 로고    scopus 로고
    • Flow and immersion in first-person shooters: Measuring the player's gameplay experience
    • Toronto, ON, Canada,: ACM
    • Nacke, L., & Lindley, C. (2008b). Flow and immersion in first-person shooters: Measuring the player's gameplay experience (pp. 87-88). In Proceeding of the 2008 Conference on Future Play: Research, Play, Share. Toronto, ON, Canada: ACM.
    • (2008) Proceeding of the 2008 Conference on Future Play: Research, Play, Share , pp. 87-88
    • Nacke, L.1    Lindley, C.2
  • 37
    • 84872549554 scopus 로고    scopus 로고
    • Nintendo, Annual report. Retrieved from
    • Nintendo. (2008). Annual report. Retrieved from http://www.nintendo.co.jp/ir/pdf/2008/annual0803e.pdf
    • (2008)
  • 38
    • 77956167525 scopus 로고    scopus 로고
    • Is the Wii Fit™ a new-generation tool for improving balance, health and well-being? A pilot study
    • Nitz, J. C., Kuys, S., Isles, R., & Fu, S. (2010). Is the Wii Fit™ a new-generation tool for improving balance, health and well-being? A pilot study. Informa Healthcare, 13(5), 487-491.
    • (2010) Informa Healthcare , vol.13 , Issue.5 , pp. 487-491
    • Nitz, J.C.1    Kuys, S.2    Isles, R.3    Fu, S.4
  • 39
    • 33144485263 scopus 로고    scopus 로고
    • Emotion representation and physiology assignments in digital systems
    • Peter, C., & Herbon, A. (2006). Emotion representation and physiology assignments in digital systems. Interacting with Computers, 18, 139-170. doi:10.1016/j.intcom.2005.10.006
    • (2006) Interacting with Computers , vol.18 , pp. 139-170
    • Peter, C.1    Herbon, A.2
  • 41
    • 84943610762 scopus 로고    scopus 로고
    • Investigating sociability and affective responses of elderly users through digitally-mediated exercises: A case of the Nintendo Wii
    • Theng, Y. L., Teo, P. F., & Truc, P. H. (2010). Investigating sociability and affective responses of elderly users through digitally-mediated exercises: A case of the Nintendo Wii. IFIP Advances in Information and Communication Technology, 332, 152-162.
    • (2010) IFIP Advances in Information and Communication Technology , vol.332 , pp. 152-162
    • Theng, Y.L.1    Teo, P.F.2    Truc, P.H.3
  • 42
    • 45649084311 scopus 로고    scopus 로고
    • Playing online games against computer-vs. human-controlled opponents: Effects on presence, flow, and enjoyment
    • Weibel, D., Wissmath, B., Habegger, S., Steiner, Y., & Groner, R. (2008). Playing online games against computer-vs. human-controlled opponents: Effects on presence, flow, and enjoyment. Computers in Human Behavior, 24 (5), 2274-2291.
    • (2008) Computers in Human Behavior , vol.24 , Issue.5 , pp. 2274-2291
    • Weibel, D.1    Wissmath, B.2    Habegger, S.3    Steiner, Y.4    Groner, R.5
  • 43
    • 0020804304 scopus 로고
    • Computer games and the frail elderly
    • Weisman, S. (1983). Computer games and the frail elderly. Gerontologist, 23 (4), 361-363.
    • (1983) Gerontologist , vol.23 , Issue.4 , pp. 361-363
    • Weisman, S.1


* 이 정보는 Elsevier사의 SCOPUS DB에서 KISTI가 분석하여 추출한 것입니다.