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Artificial Intelligence for the Electron Ion Collider (AI4EIC)., , , , , , , , , and 85 other author(s). CoRR, (2023)Artificial Intelligence for the Electron Ion Collider (AI4EIC)., , , , , , , , , and 88 other author(s). Comput. Softw. Big Sci., 8 (1): 5 (December 2024)Successful aging through digital games: Socioemotional differences between older adult gamers and Non-gamers., , , , , and . Comput. Hum. Behav., 29 (4): 1302-1306 (2013)Modeling Computer Interest in Older Adults: The Role of Age, Education, Computer Knowledge, and Computer Anxiety., and . Hum. Factors, 41 (3): 345-355 (1999)The impact of Web self-efficacy, age, and Web experience on bookmark manipulation., , and . Universal Access in the Information Society, 1 (3): 207-216 (2002)Usability an Important Goal for the Design of Therapeutic Games for Older Adults., , , , and . HCI (17), volume 8020 of Lecture Notes in Computer Science, page 358-364. Springer, (2013)Know before you go: feelings of flow for older players depends on game and player characteristics., , , , and . CHI PLAY, page 277-286. ACM, (2014)Ageing Playfully: Advancing Research on Games for Older Adults Beyond Accessibility and Health Benefits., , , and . CHI PLAY, page 817-820. ACM, (2015)Predicting computer proficiency in older adults., , , and . Comput. Hum. Behav., (2017)Fear of failure: gender differences in older adult gamers., , , , , and . FDG, page 292-293. ACM, (2012)