Computer games for the elderly
CQL '90 Proceedings of the conference on Computers and the quality of life
Unobtrusive monitoring of computer interactions to detect cognitive status in elders
IEEE Transactions on Information Technology in Biomedicine
Exergame design for elderly users: the case study of SilverBalance
Proceedings of the 7th International Conference on Advances in Computer Entertainment Technology
Designing and evaluating digital games for frail elderly persons
Proceedings of the 8th International Conference on Advances in Computer Entertainment Technology
Human factors in entertainment computing: designing for diversity
Proceedings of the 6th International Conference on Foundations of Digital Games
Full-body motion-based game interaction for older adults
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Wii as entertainment and socialisation aids for mental and social health of the elderly
CHI '12 Extended Abstracts on Human Factors in Computing Systems
Designing tablet-based games for seniors: the example of CogniPlay, a cognitive gaming platform
Proceedings of the 4th International Conference on Fun and Games
Proceedings of the 4th International Conference on Fun and Games
Proceedings of the 4th Mexican Conference on Human-Computer Interaction
Game design for older adults: effects of age-related changes on structural elements of digital games
ICEC'12 Proceedings of the 11th international conference on Entertainment Computing
Wheelchair-based game design for older adults
Proceedings of the 15th International ACM SIGACCESS Conference on Computers and Accessibility
Gesture-based applications for elderly people
HCI'13 Proceedings of the 15th international conference on Human-Computer Interaction: interaction modalities and techniques - Volume Part IV
Is movement better?: comparing sedentary and motion-based game controls for older adults
Proceedings of Graphics Interface 2013
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In the current study, we examined the impact of playing Nintendo Wii games on the psychological and physical well-being of seniors in a long-term care facility. A six week-long intervention was held in SASCO Senior Citizens' Home, a long-term care facility in Singapore. Forty five residents aged between 56 and 92 years old participated in the longitudinal field experiment. Results showed that playing Wii games had a positive impact on the overall well-being of the elderly, compared to a control group that played traditional board games. Implications for future applications of Wii in interventions for the elderly are discussed.