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Titlebook: Human Aspects of IT for the Aged Population. Social Media, Games and Assistive Environments; 5th International Co Jia Zhou,Gavriel Salvendy

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31#
發(fā)表于 2025-3-26 21:01:08 | 只看該作者
Methodological Strategies to Understand Smartphone Practices for Social Connectedness in Later Life takes digital practices in everyday life as its entry point. The main data collection tool will be the tracking of smartphone activity of 600 older adults (150 per country) during four weeks. An online survey and qualitative interviews will gather data about the meanings of the quantified digital p
32#
發(fā)表于 2025-3-27 04:39:58 | 只看該作者
Research on Interaction of Shopping Websites for Elderly People Based on User Experienceplication normative suggestions for three levels (information architecture, interaction framework and visualization framework). The contribution of the results will be helpful to the design of shopping websites for the elderly in the future, starting from the user experience and adapting to the psyc
33#
發(fā)表于 2025-3-27 05:47:37 | 只看該作者
34#
發(fā)表于 2025-3-27 10:42:42 | 只看該作者
35#
發(fā)表于 2025-3-27 15:58:50 | 只看該作者
Older Adults’ Perceptions of Video Game Training in the , (ICE-ACT) Clinical Trial: An Exploratory Aance. Three intervention arms involved video game play: BrainHQ training (gamified cognitive training), Rise of Nations training (commercial complex real-time strategy game), and a control group that played Sudoku, crossword, and word search computer programs. After each game session, participants r
36#
發(fā)表于 2025-3-27 17:58:43 | 只看該作者
37#
發(fā)表于 2025-3-28 01:39:50 | 只看該作者
Digital Gaming by Older Adults: Can It Enhance Social Connectedness? the Internet game entitled . The findings of these four research studies are encouraging as we found social benefits in each study. Although many older adults play digital games, a minority play games with others. These findings suggest that promotion and education would be helpful to encourage and
38#
發(fā)表于 2025-3-28 03:04:57 | 只看該作者
The Gamer Types of Seniors and Gamification Strategies Toward Physical Activityficult to drive by specific strategies. The Socializer tends to be driven by socially oriented gamification strategies, but disliked punishment in games. Furthermore, the Achiever preferred to pursue personal achievements rather than interacting with others in games. The findings of this study contr
39#
發(fā)表于 2025-3-28 06:15:10 | 只看該作者
Playing with Words: The Experience of Self-disclosure in Intergenerational Gaming of self-disclosure, and in relationship closeness in both younger and older adults. Gathering around a novel shared activity, both younger and older adults found new ways of connecting to their family members, whether through more frequent conversations, broader selection of topics, shared subjects
40#
發(fā)表于 2025-3-28 12:18:24 | 只看該作者
is as poorly studied as birds finding their way from continent to continent. In recent times, where globalization transports millions of people and goods from one end of the earth to the other, there are increased risks posed by agents of diseases, as a result of which bats have received increasing
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