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Breaking barriers to game-based learning for active ageing and healthy lifestyles A qualitative interview study with experts in the field.

, , , and . SeGAH, page 1-8. IEEE, (2018)

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Games for active ageing, well-being and quality of life: a pilot study., , , and . Behav. Inf. Technol., 37 (8): 842-854 (2018)The Use of Immersive Technologies While Ageing in the Digitally Mediated Society., , and . HCI (32), volume 14042 of Lecture Notes in Computer Science, page 610-626. Springer, (2023)Strategies for Fostering Senior Citizens' Active Participation in Online Communities., , and . HCI (32), volume 14042 of Lecture Notes in Computer Science, page 183-193. Springer, (2023)Virtual Reality Hippotherapy Simulator: A Model Proposal for Senior Citizens., , , and . HCI (32), volume 14042 of Lecture Notes in Computer Science, page 592-609. Springer, (2023)Senior Citizens as Storytellers: Contribution to Gamified Contexts., , and . HCI (29), volume 13330 of Lecture Notes in Computer Science, page 69-79. Springer, (2022)Promoting Active Aging Through Location-Based Games: A Survey of Older Pokémon Go Players., and . HCI (26), volume 12787 of Lecture Notes in Computer Science, page 106-123. Springer, (2021)Breaking barriers to game-based learning for active ageing and healthy lifestyles A qualitative interview study with experts in the field., , , and . SeGAH, page 1-8. IEEE, (2018)Staying Connected with Aged Populations in Times of COVID-19: An Interview Study of the Role of Portuguese Institutions and Municipalities., , , , and . IxD&A, (2022)Demystifying Ageing Bias Through Learning - Co-designing an Online Course About 'Ageing Well'., and . iLRN, volume 725 of Communications in Computer and Information Science, page 201-213. Springer, (2017)Conceptualization of PhysioFun game: A low-cost videogame for home-based stroke rehabilitation., , and . TISHW, page 18:1-18:8. IEEE, (2016)