Advertisement

Informatik-Spektrum

, Volume 37, Issue 6, pp 575–579 | Cite as

Anpassbare Computerspiele für Senioren

  • Jan D. Smeddinck
  • Kathrin M. Gerling
  • Rainer Malaka
AKTUELLES SCHLAGWORT COMPUTERSPIELE FÜR SENIOREN

Preview

Unable to display preview. Download preview PDF.

Unable to display preview. Download preview PDF.

References

  1. 1.
    Aarhus R, Grönvall E, Larsen SB, Wollsen S (2011) Turning training into play: Embodied gaming, seniors, physical training and motivation. Gerontechnology 10(2):110–120CrossRefGoogle Scholar
  2. 2.
    Anderson-Hanley C, Arciero PJ, Brickman AM, Nimon JP, Okuma N, Westen SC, Zimmerman EA (2012) Exergaming and Older Adult Cognition. Am J Prev Med 42(2):109–119CrossRefGoogle Scholar
  3. 3.
    Anguera JA, Boccanfuso J, Rintoul JL, Al-Hashimi O, Faraji F, Janowich J, Gazzaley A (2013) Video game training enhances cognitive control in older adults. Nature 501(7465):97–101CrossRefGoogle Scholar
  4. 4.
    Assad O, Hermann R, Lilla D, Mellies B, Meyer R, Shevach L et al. (2011) Motion-Based Games for Parkinson’s Disease Patients. Entertainment Computing–ICEC 2011:47–58Google Scholar
  5. 5.
    BIU Online: http://www.biu-online.de/de/fakten/ (Marktzahlen und Nutzer-Stat.), letzter Zugriff: 13.7.2014Google Scholar
  6. 6.
    de Bruin ED, Reith A, Dorflinger M (2011) Feasibility of Strength-Balance Training Extended with Computer Game Dancing in Older People; Does it Affect Dual Task Costs of Walking? J Novel Physiother 1(1):1–7CrossRefGoogle Scholar
  7. 7.
    Gerling KM, Livingston IJ, Nacke LE, Mandryk RL (2012) Full-Body Motion-Based Game Interaction for Older Adults. In: Proceedings of CHI 2012, Austin, TX, USA, 1873–1882Google Scholar
  8. 8.
    Gerling KM, Mandryk RL, Kalyn MR (2013) Wheelchair-Based Game Design for Older Adults. In: Proceedings of ASSETS 2013, Bellevue, WA, USAGoogle Scholar
  9. 9.
    Gillespie LD, Robertson MC, Gillespie WJ, Lamb SE, Gates S, Cumming RG, Rowe BH (2009) Interventions for preventing falls in older people living in the community. Cochrane Datab Syst Rev 2009(2):CD007146, doi: 10.1002/14651858.CD007146.pubGoogle Scholar
  10. 10.
    Göbel S, Hardy S, Wendel V, Mehm F, Steinmetz R (2010) Serious games for health: personalized exergames. In: Proceedings of the international conference on Multimedia. ACM, New York, NY, USA, pp 1663–1666Google Scholar
  11. 11.
    Kato PM (2010) Video games in health care: Closing the gap. Rev Gener Psychol 14(2):113–121CrossRefGoogle Scholar
  12. 12.
    Miller KJ, Dye RV, Kim J, Jennings JL, O’Toole E, Wong J, Siddarth P (2013) Effect of a Computerized Brain Exercise Program on Cognitive Performance in Older Adults. Am J Geriat Psych 21(7):655–663CrossRefGoogle Scholar
  13. 13.
    Nap HH, Kort YAW de, Ijsselsteijn WA (2009) Senior gamers: Preferences, motivations and needs. Gerontechnology 8:247–262CrossRefGoogle Scholar
  14. 14.
    Primack BA, Carroll MV, McNamara M, Klem ML, King B, Rich M, Nayak S (2012) Role of Video Games in Improving Health-Related Outcomes: A Systematic Review. Am J Prev Med 42(6):630–638CrossRefGoogle Scholar
  15. 15.
    Rigby S, Ryan R (2011) Glued to Games: How Video Games Draw Us In and Hold Us Spellbound. Praeger, Santa Barbara, CAGoogle Scholar
  16. 16.
    Smeddinck J, Siegel S, Herrlich M (2013) Adaptive Difficulty in Exergames for Parkinson’s disease Patients. In: Proceedings of Graphics Interface 2013. Presented at the Graphics Interface, Regina, SK, CanadaGoogle Scholar

Copyright information

© Springer-Verlag Berlin Heidelberg 2014

Authors and Affiliations

  • Jan D. Smeddinck
    • 1
  • Kathrin M. Gerling
    • 2
  • Rainer Malaka
    • 1
  1. 1.Arbeitsgruppe Digitale MedienUniversität BremenBremenDeutschland
  2. 2.School of Computer ScienceUniversity of LincolnLincolnUK

Personalised recommendations