The technostress trifecta‐techno eustress, techno distress and design: Theoretical directions and an agenda for research

M Tarafdar, CL Cooper, JF Stich - Information Systems Journal, 2019 - Wiley Online Library
Technostress—defined as stress that individuals experience due to their use of Information
Systems—represents an emerging phenomenon of scholarly investigation. It examines how …

Systematic review of Kinect applications in elderly care and stroke rehabilitation

D Webster, O Celik - Journal of neuroengineering and rehabilitation, 2014 - Springer
Abstract In this paper we present a review of the most current avenues of research into
Kinect-based elderly care and stroke rehabilitation systems to provide an overview of the …

Overcoming the digital divide with a modern approach to learning digital skills for the elderly adults

BJ Blažič, AJ Blažič - Education and Information Technologies, 2020 - Springer
As digital multimedia devices increasingly pervade people's lives, including the lives of older
adults, the need to provide relevant training for these age groups grows. Older adults, not …

Older adults' physical activity and exergames: a systematic review

DL Kappen, P Mirza-Babaei… - International Journal of …, 2019 - Taylor & Francis
Exertion games, also referred to as exergames, have become popular because they
combine physical activity (PA) with game mechanics, such as actions, challenges, and …

A systematic review of gamification techniques applied to elderly care

D Martinho, J Carneiro, JM Corchado… - Artificial Intelligence …, 2020 - Springer
The proportion of the world's population growing older is rapidly increasing over the last
decades. With the recent progresses seen in information and communication technologies …

Systematic review and validation of the game experience questionnaire (geq)-implications for citation and reporting practice

ELC Law, F Brühlmann, ED Mekler - … of the 2018 annual symposium on …, 2018 - dl.acm.org
Despite lacking a formal peer-reviewed publication, the Game Experience Questionnaire
(GEQ) is widely applied in games research, which might risk the proliferation of erroneous …

Full-body motion-based game interaction for older adults

K Gerling, I Livingston, L Nacke… - Proceedings of the SIGCHI …, 2012 - dl.acm.org
Older adults in nursing homes often lead sedentary lifestyles, which reduces their life
expectancy. Full-body motion-control games provide an opportunity for these adults to …

Design, implementation, and wide pilot deployment of FitForAll: an easy to use exergaming platform improving physical fitness and life quality of senior citizens

EI Konstantinidis, AS Billis… - IEEE journal of …, 2014 - ieeexplore.ieee.org
Many platforms have emerged as response to the call for technology supporting active and
healthy aging. Key requirements for any such e-health systems and any subsequent …

Physical activity and exergames among older adults: a sco** review

NA Ismail, HA Hashim, H Ahmad Yusof - Games for Health Journal, 2022 - liebertpub.com
Recently, exergames have been widely applied as exercise platforms among older adults.
However, studies on the influence of exergames on older adults' physical activity remain …

[HTML][HTML] Mobile healthcare applications and gamification for sustained health maintenance

C Lee, K Lee, D Lee - Sustainability, 2017 - mdpi.com
This paper examines how gamification affects user intention to use mobile healthcare
applications (mHealth) and how the effect of gamification works differently according to …