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Exploring Older Adults' Video Game Use in the PRISM Computer System.

Walter R BootJerad H MoxleyNelson A RoqueRonald AndringaNeil CharnessSara J CzajaJoseph SharitTracy MitznerChin Chin LeeWendy A Rogers
Published in: Innovation in aging (2018)
Findings have implications for designing video games that older adults enjoy, supporting enjoyable and meaningful interactions with video games across the life span, and for designing cognitive, social, and health interventions involving games.
Keyphrases
  • virtual reality
  • physical activity
  • healthcare
  • mental health
  • public health
  • health information
  • health promotion
  • risk assessment