Understanding Senior Adults’ Needs, Preferences, and Experiences of Commercial Exergames for Health: Usability Study - Wang, Yu-Han (JMIR serious games, 2024)
Keywords: Adventure; Age groups; Aging; Chronic illnesses; Computer & video games; Educational technology; Exercise; Health care; Life expectancy; Medical research; Mental disorders; Mental health; Older people; Physical fitness; Technology Acceptance Model; User behavior; Workshops; Taiwan; exergame; psychological perception; senior user experience; game technology; senior technology acceptance; older adults; exercise; serious games; aging; physical activity