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Designing a Digital Fitness Game System for Older Adults in Community Settings.

, , , , , and . CW, page 296-299. IEEE, (2018)

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Let's play together: Effects of video-game play on intergenerational perceptions among youth and elderly participants., , , and . Comput. Hum. Behav., 29 (6): 2303-2311 (2013)Game-Based Digital Interventions for Depression Therapy: A Systematic Review and Meta-Analysis., , and . Cyberpsy., Behavior, and Soc. Networking, 17 (8): 519-527 (2014)Evidence-based practice and related information literacy skills of nurses in Singapore: An exploratory case study., , , , , , and . Health Informatics J., 18 (1): 12-25 (2012)Internet-Enabled User Interfaces for Distance Learning., , , , , , , , , and . Int. J. Technol. Hum. Interact., 5 (1): 51-77 (2009)From Microsoft Word 2003 to Microsoft Word 2007: Design Heuristics, Design Flaws and Lessons Learnt., , and . HCIS, volume 332 of IFIP Advances in Information and Communication Technology, page 289-292. Springer, (2010)Promoting Healthy and Active Ageing through Exergames: Effects of Exergames on Senior Adults' Psychosocial Well-Being., , , , and . CW, page 288-291. IEEE, (2018)Investigating Perceptions of a Location-Based Annotation System., , , , , , , , , and . AMT, volume 6335 of Lecture Notes in Computer Science, page 232-242. Springer, (2010)Information seeking in academic learning environments: an exploratory factor analytic approach to understanding design features., , , and . JCDL, page 335. ACM, (2006)Scaffolding in information search: Effects on less experienced searchers., , , , , and . J. Libr. Inf. Sci., 48 (2): 177-190 (2016)Creative information seeking: Part II: empirical verification., , and . Aslib Proc., 59 (3): 205-221 (2007)