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Human Aspects of IT for the Aged Population. Applications, Services and Contexts

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Cover of 'Human Aspects of IT for the Aged Population. Applications, Services and Contexts'

Table of Contents

  1. Altmetric Badge
    Book Overview
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    Chapter 1 How Do Users Interact with Mobile Devices? An Analysis of Handheld Positions for Different Technology Generations
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    Chapter 2 Movement Analysis for Improving Older Adults’ Performances in HCI: Preliminary Analysis of Movements of the Users’ Wrists During Tactile Interaction
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    Chapter 3 Investigation into the Discrepancies Between Writing on Paper and Writing on a Touchscreen Device
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    Chapter 4 A Conceptual Design for a Smart Photo Album Catered to the Elderly
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    Chapter 5 Development of a User Experience Evaluation Framework for Wearable Devices
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    Chapter 6 A Field Experiment on Capabilities Involved in Mobile Navigation Task
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    Chapter 7 Shape Design and Exploration of 2D and 3D Graphical Icons
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    Chapter 8 The Effects of the Transparency of the Guiding Diagrams on the Phone Interface for the Elderly
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    Chapter 9 Exploring Storytelling for Digital Memorialization
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    Chapter 10 My Interests, My Activities: Learning from an Intergenerational Comparison of Smartwatch Use
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    Chapter 11 Understanding the Motivations of Online Community Users - A Comparison Between Younger and Older People
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    Chapter 12 Visual Representations of Digital Connectivity in Everyday Life
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    Chapter 13 Novel Functional Technologies for Age-Friendly E-commerce
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    Chapter 14 Participatory Human-Centered Design of a Feedback Mechanism Within the Historytelling System
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    Chapter 15 Research on New Media Usage Behaviors, Influencing Factors and Social Contact Mode of the Elderly
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    Chapter 16 Online Privacy Perceptions of Older Adults
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    Chapter 17 Examining the Factors Influencing Elders’ Knowledge Sharing Behavior in Virtual Communities
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    Chapter 18 Digital Gaming Perceptions Among Older Adult Non-gamers
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    Chapter 19 My Grandpa and I “Gotta Catch ‘Em All.” A Research Design on Intergenerational Gaming Focusing on Pokémon Go
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    Chapter 20 Socioemotional Benefits of Digital Games for Older Adults
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    Chapter 21 Exergaming: Meaningful Play for Older Adults?
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    Chapter 22 Pass the Control(ler): Shifting of Power in Families Through Intergenerational Gaming
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    Chapter 23 A Mature Kind of Fun? Exploring Silver Gamers’ Motivation to Play Casual Games – Results from a Large-Scale Online Survey
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    Chapter 24 Employing a User-Centered Design Process to Create a Multiplayer Online Escape Game for Older Adults
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    Chapter 25 Social Interaction Between Older Adults (80+) and Younger People During Intergenerational Digital Gameplay
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    Chapter 26 Distributed User Interfaces for Poppelreuters and Raven Visual Tests
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    Chapter 27 Adaptation of the Model for Assessment of Telemedicine (MAST) for IoT Telemedicine Services
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    Chapter 28 Harvesting Assistive Technology Vocabularies: Methods and Results from a Pilot Study
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    Chapter 29 Understanding Acceptance Factors for Using e-care Systems and Devices: Insights from a Mixed-Method Intervention Study in Slovenia
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    Chapter 30 Sensor-Driven Detection of Social Isolation in Community-Dwelling Elderly
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    Chapter 31 Understanding Middle-Aged and Elderly Taiwanese People’s Acceptance of the Personal Health Information System for Self-health Management
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    Chapter 32 To Capture the Diverse Needs of Welfare Technology Stakeholders – Evaluation of a Value Matrix
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    Chapter 33 Technology and Service Usage Among Family Caregivers
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    Chapter 34 Change in the Relationship Between the Elderly and Information Support Robot System Living Together
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    Chapter 35 Digital Storytelling and Dementia
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    Chapter 36 From Noticing to Suspecting: The Initial Stages in the Information Behaviour of Informal Caregivers of People with Dementia
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    Chapter 37 Usability Evaluation on User Interface of Electronic Wheelchair
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    Chapter 38 Fall Detection Based on Skeleton Data
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    Chapter 39 The STAGE Project: Tailored Cultural Entertainment for Older Adults via Streaming Technology
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    Chapter 40 Facilitating Remote Communication Between Senior Communities with Telepresence Robots
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    Chapter 41 Reopening the Black Box of Career Age and Research Performance
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    Chapter 42 Intergenerational Techno-Creative Activities in a Library Fablab
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    Chapter 43 ‘Industrie 4.0’ and an Aging Workforce – A Discussion from a Psychological and a Managerial Perspective
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    Chapter 44 Towards Extracting Recruiters’ Tacit Knowledge Based on Interactions with a Job Matching System
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    Chapter 45 The Influence of Mental Model Similarity on User Performance: Comparing Older and Younger Adults
Attention for Chapter 24: Employing a User-Centered Design Process to Create a Multiplayer Online Escape Game for Older Adults
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Citations

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Readers on

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Chapter title
Employing a User-Centered Design Process to Create a Multiplayer Online Escape Game for Older Adults
Chapter number 24
Book title
Human Aspects of IT for the Aged Population. Applications, Services and Contexts
Published by
Springer, Cham, July 2017
DOI 10.1007/978-3-319-58536-9_24
Book ISBNs
978-3-31-958535-2, 978-3-31-958536-9
Authors

Fan Zhang, Amir Doroudian, David Kaufman, Simone Hausknecht, Julija Jeremic, Hollis Owens, Zhang, Fan, Doroudian, Amir, Kaufman, David, Hausknecht, Simone, Jeremic, Julija, Owens, Hollis

Mendeley readers

Mendeley readers

The data shown below were compiled from readership statistics for 13 Mendeley readers of this research output. Click here to see the associated Mendeley record.

Geographical breakdown

Country Count As %
Unknown 13 100%

Demographic breakdown

Readers by professional status Count As %
Student > Master 3 23%
Student > Ph. D. Student 3 23%
Researcher 2 15%
Student > Doctoral Student 1 8%
Lecturer 1 8%
Other 2 15%
Unknown 1 8%
Readers by discipline Count As %
Computer Science 4 31%
Arts and Humanities 2 15%
Engineering 2 15%
Chemical Engineering 1 8%
Medicine and Dentistry 1 8%
Other 1 8%
Unknown 2 15%