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Computer games for the elderly

Published: 01 August 1990 Publication History
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References

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Bailey, S. et al. (1989). Experimental Computer Games Study at Lowman Home. University of South Carolina, College of Social Work.
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Beasley, I.E. et al., (1989). Innovative Computer Applications with the Elderly. University of South Carolina, College of Social Work.
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Brady, E.M. (1987). Patterns of learning among the elderly: The case for elderhostel. Activities Adaptations and Aging 9 (4), 69-77.
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Brickfield, C.F. (1984). Attitudes and perceptions of older people toward technology. Aging and Technological Advances, 31-32.
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Clark, J.E., Lanphear, A.K. & Riddick, C.C. (1987). The effects of video game playing on the response selection of elderly adults. Journal of Gerontology, 42 (1), 82-85.
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Drew, B. & Waters, J. (1986). Video Games: Utilization of a novel strategy to improve perceptual motor skills and cognitive functioning in the noninstitutionalized elderly. Cognitive Rehabilitation, 4 (2), 26-34.
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Elton, M. (1988). When will the information explosion reach older Americans? American Behavioral Scientist, 31 (5), 564-575.
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Fries, J. & Crapo, L.M. (1981). Vitality and Aging. San Francisco: Freeman.
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Hollander, E.K. & Plummer, H.R. (1986). An innovative therapy and enrichment program for senior adults utilizing the personal computer. Activities, Adaptations and Aging, 8 (1), 59-68.
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Jayeox, K. & Hicks, B. (1976). Elders, Students, and Computers. Urbana, IL: University of Illinois.
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cover image ACM Conferences
CQL '90: Proceedings of the conference on Computers and the quality of life
August 1990
192 pages
ISBN:0897914031
DOI:10.1145/97344
Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than ACM must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected]

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Published: 01 August 1990

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CQL90: Computers and the Quality of Life
September 13 - 16, 1990
D.C., George Washington University, Washington, USA

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  • (2020)A Cognitive-Based Board Game with Augmented Reality for ‘Next Generation’ Seniors: Development and Usability Study (Preprint)JMIR Serious Games10.2196/22007Online publication date: 1-Jul-2020
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  • (2017)Can Digital Games Help Seniors Improve Their Quality of Life?Computers Supported Education10.1007/978-3-319-63184-4_10(179-192)Online publication date: 3-Aug-2017
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