Published on in Vol 7, No 3 (2020): March
Preprints (earlier versions) of this paper are
available at
https://preprints.jmir.org/preprint/12388, first published
.
Journals
- Pahayahay A, Khalili-Mahani N. What Media Helps, What Media Hurts: A Mixed Methods Survey Study of Coping with COVID-19 Using the Media Repertoire Framework and the Appraisal Theory of Stress. Journal of Medical Internet Research 2020;22(8):e20186 View
- Khalili-Mahani N, De Schutter B, Mirgholami M, Holowka E, Goodine R, DeJong S, McGaw R, Meyer S, Sawchuk K. For Whom the Games Toll: A Qualitative and Intergenerational Evaluation of What is Serious in Games for Older Adults. The Computer Games Journal 2020;9(2):221 View
- Friehs M, Dechant M, Vedress S, Frings C, Mandryk R. Effective Gamification of the Stop-Signal Task: Two Controlled Laboratory Experiments. JMIR Serious Games 2020;8(3):e17810 View
- Warsinsky S, Schmidt-Kraepelin M, Rank S, Thiebes S, Sunyaev A. Conceptual Ambiguity Surrounding Gamification and Serious Games in Health Care: Literature Review and Development of Game-Based Intervention Reporting Guidelines (GAMING). Journal of Medical Internet Research 2021;23(9):e30390 View
- Beishon L, Haunton V, Bradbury-Jones C, Subramaniam H, Mukaetova-Ladinska E, Panerai R, Robinson T, Evley R. The Cognition and Flow Study (CogFlowS): A Mixed Method Evaluation of a Randomized Feasibility Trial of Cognitive Training in Dementia. Journal of Alzheimer's Disease 2022;87(3):1013 View
- Khalili-Mahani N, Sawchuk K. Double-Bind of Recruitment of Older Adults Into Studies of Successful Aging via Assistive Information and Communication Technologies: Mapping Review. JMIR Aging 2022;5(4):e43564 View
- Choi J, Lee S, Kim S, Kim D, Kim H. Depressed Mood Prediction of Elderly People with a Wearable Band. Sensors 2022;22(11):4174 View
- Khalili-Mahani N, Woods S, Holowka E, Pahayahay A, Roy M. Toward a digital citizen lab for capturing data about alternative ways of self-managing chronic pain: An attitudinal user study. Frontiers in Rehabilitation Sciences 2022;3 View
- Cardona J, Lopez J, Vela F, Moreira F. Meaningful learning: motivations of older adults in serious games. Universal Access in the Information Society 2024;23(4):1689 View
- Calvo-Morata A, Freire M, Martínez-Ortiz I, Fernández-Manjón B. Scoping Review of Bioelectrical Signals Uses in Videogames for Evaluation Purposes. IEEE Access 2022;10:107703 View
- Depauw T, Boasen J, Léger P, Sénécal S. Assessing the Relationship Between Digital Trail Making Test Performance and IT Task Performance: Empirical Study. JMIR Human Factors 2024;11:e49992 View
- Guo Z, Thawonmas R, Ren X. Rethinking dynamic difficulty adjustment for video game design. Entertainment Computing 2024;50:100663 View
- Busser A, Fleury S, Kadri A, Haj Mahmoud O, Richir S, Liew T. Scoping Review on the Interactive Digital Tools Used for the Physical and Cognitive Stimulation of Healthy Older Adults. Human Behavior and Emerging Technologies 2024;2024(1) View
Books/Policy Documents
- Khalili-Mahani N, de Schutter B, Sawchuk K. HCI International 2020 – Late Breaking Papers: Universal Access and Inclusive Design. View
- Assadi A, Elbaz S, Khalili-Mahani N. Human Aspects of IT for the Aged Population. Supporting Everyday Life Activities. View
- Gonzaga A, Lamas M. Handbook of Research on Promoting Economic and Social Development Through Serious Games. View
- Carpio A, de las Nieves González M, Baptista J, Rodrigues F. Occupational and Environmental Safety and Health IV. View
- Mezzogori D, Romagnoli G, Zammori F. Advances in Production Management Systems. Production Management Systems for Responsible Manufacturing, Service, and Logistics Futures. View