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Can a Wii Bowling Tournament Improve Older Adults' Attitudes towards Digital Games?

, , , and . CSEDU (2), page 211-218. SciTePress, (2016)978-989-758-179-3.

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The Pupil Examination Project: A Hands-On Multimedia Package., and . Intelligent Tutoring Media, 5 (3-4): 115-120 (1994)New Ways to Tell my Story - Evaluation of a Digital Storytelling Workshop for Older Adults., , and . CSEDU (2), page 231-239. SciTePress, (2016)Building Seniors' Social Connections and Reducing Loneliness Through a Digital Game., , , and . ICT4AgeingWell, page 276-284. SCITEPRESS, (2015)Digital Gaming by Older Adults: Can It Enhance Social Connectedness?, and . HCI (28), volume 11593 of Lecture Notes in Computer Science, page 167-176. Springer, (2019)Cognitive Evaluation of an Innovative Psychiatric Clinical Knowledge Enhancement System., , , , , , and . MedInfo, volume 107 of Studies in Health Technology and Informatics, page 1295-1299. IOS Press, (2004)The impacts of social interactions in MMORPGs on older adults' social capital., and . Comput. Hum. Behav., (2015)Enhancing Student Engagement in eLearning - A Theoretical Perspective.. CSEDU (1), page 07. SciTePress, (2012)Benefits and Barriers of Older Adults' Digital Gameplay., , , and . CSEDU (1), page 213-219. SciTePress, (2014)Cognitive Benefits of Digital Games for Older Adults - Strategies for Increasing Participation., and . CSEDU (2), page 137-141. SciTePress, (2016)Games, Simulations and Simulation Games : theoretical underpinnings., , and . DiGRA Conference, (2005)