1,259
Views
9
CrossRef citations to date
0
Altmetric
Research Articles

Acceptance of Virtual Reality Exergames Among Chinese Older Adults

ORCID Icon, ORCID Icon, ORCID Icon, ORCID Icon, ORCID Icon & ORCID Icon
Pages 1134-1148 | Received 31 Aug 2021, Accepted 30 Jun 2022, Published online: 27 Jul 2022

Keep up to date with the latest research on this topic with citation updates for this article.

Read on this site (5)

Wing Yan Jasman Pang & Lee Cheng. (2023) Acceptance of gamified virtual reality environments by older adults. Educational Gerontology 49:9, pages 830-841.
Read now
Jia Zhou. (2023) Smart Technology-Supported Independent Living for Older Adults: An Editorial. International Journal of Human–Computer Interaction 39:5, pages 961-963.
Read now
Ozlem Ozmen Garibay, Brent Winslow, Salvatore Andolina, Margherita Antona, Anja Bodenschatz, Constantinos Coursaris, Gregory Falco, Stephen M. Fiore, Ivan Garibay, Keri Grieman, John C. Havens, Marina Jirotka, Hernisa Kacorri, Waldemar Karwowski, Joe Kider, Joseph Konstan, Sean Koon, Monica Lopez-Gonzalez, Iliana Maifeld-Carucci, Sean McGregor, Gavriel Salvendy, Ben Shneiderman, Constantine Stephanidis, Christina Strobel, Carolyn Ten Holter & Wei Xu. (2023) Six Human-Centered Artificial Intelligence Grand Challenges. International Journal of Human–Computer Interaction 39:3, pages 391-437.
Read now
Priyal Taribagil, HD Jeffry Hogg, Konstantinos Balaskas & Pearse A Keane. (2023) Integrating artificial intelligence into an ophthalmologist’s workflow: obstacles and opportunities. Expert Review of Ophthalmology 18:1, pages 45-56.
Read now
Sunhyo Oh, Jiwon Kim & Gahgene Gweon. Examining the Effect of Narrative Features and Thematic Music in an Audio-Based Exergame. International Journal of Human–Computer Interaction 0:0, pages 1-17.
Read now

Articles from other publishers (4)

Kangyou Yu, Shaoyue Wen, Wenge Xu, Maurizio Caon, Nilufar Baghaei & Hai-Ning Liang. (2023) Cheer for me: effect of non-player character audience feedback on older adult users of virtual reality exergames. Virtual Reality 27:3, pages 1887-1903.
Crossref
Christos Goumopoulos, Emmanouil Drakakis & Dimitris Gklavakis. (2023) Feasibility and Acceptance of Augmented and Virtual Reality Exergames to Train Motor and Cognitive Skills of Elderly. Computers 12:3, pages 52.
Crossref
Diego Monteiro, Teng Ma, Yue Li, Zhigeng Pan & Hai-Ning Liang. (2022) Cross-cultural factors influencing the adoption of virtual reality for practical learning. Universal Access in the Information Society.
Crossref
Oskar Stamm, Susan Vorwerg, Michele Haink, Kristian Hildebrand & Ilona Buchem. (2022) Usability and Acceptance of Exergames Using Different Types of Training among Older Hypertensive Patients in a Simulated Mixed Reality. Applied Sciences 12:22, pages 11424.
Crossref

Reprints and Corporate Permissions

Please note: Selecting permissions does not provide access to the full text of the article, please see our help page How do I view content?

To request a reprint or corporate permissions for this article, please click on the relevant link below:

Academic Permissions

Please note: Selecting permissions does not provide access to the full text of the article, please see our help page How do I view content?

Obtain permissions instantly via Rightslink by clicking on the button below:

If you are unable to obtain permissions via Rightslink, please complete and submit this Permissions form. For more information, please visit our Permissions help page.