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Positive Impact of Exergaming on Older Adults' Mental and Social Well-Being: In Search of Evidence.

, and . HCI (27), volume 10927 of Lecture Notes in Computer Science, page 101-112. Springer, (2018)

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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)Building Seniors' Social Connections and Reducing Loneliness Through a Digital Game., , , and . ICT4AgeingWell, page 276-284. SCITEPRESS, (2015)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 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)Playing And Learning Without Borders: A Real-time Online Play Environment., , , , , and . DiGRA Conference, (2005)Community Building among Older Adults in a Digital Game Environment., and . CSEDU (2), page 233-239. SciTePress, (2017)Automated DNA fiber tracking and measurement., , , , , , and . ISBI, page 1349-1352. IEEE, (2011)Barriers and Adaptations of a Digital Game for Older Adults., , and . ICT4AgeingWell, page 269-275. SCITEPRESS, (2015)Employing a User-Centered Design Process to Create a Multiplayer Online Escape Game for Older Adults., , , , , and . HCI (28), volume 10298 of Lecture Notes in Computer Science, page 296-307. Springer, (2017)