Toward a game literacy program for adults in their 50s and older: changing perceptions through game experiences
Author:
Affiliation:
1. Graduate School of Culture Technology, Korea Advanced Institute of Science and Technology (KAIST), Daejeon, Republic of Korea
Funder
Ministry of Culture, Sports and Tourism
Korea Creative Content Agency
Publisher
Informa UK Limited
Subject
Geriatrics and Gerontology,Education
Link
https://www.tandfonline.com/doi/pdf/10.1080/03601277.2022.2143756
Reference79 articles.
1. A Model for Critical Games Literacy
2. Learning to use new technologies by older adults: Perceived difficulties, experimentation behaviour and usability
3. Computer and Videogame Interventions for Older Adults' Cognitive and Everyday Functioning
4. Living Lab: an open and citizen-centric approach for innovation
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