{"status":"ok","message-type":"work","message-version":"1.0.0","message":{"indexed":{"date-parts":[[2025,4,9]],"date-time":"2025-04-09T15:51:38Z","timestamp":1744213898722},"publisher-location":"Cham","reference-count":29,"publisher":"Springer International Publishing","isbn-type":[{"type":"print","value":"9783319700090"},{"type":"electronic","value":"9783319700106"}],"license":[{"start":{"date-parts":[[2017,1,1]],"date-time":"2017-01-01T00:00:00Z","timestamp":1483228800000},"content-version":"unspecified","delay-in-days":0,"URL":"http:\/\/www.springer.com\/tdm"}],"content-domain":{"domain":[],"crossmark-restriction":false},"short-container-title":[],"published-print":{"date-parts":[[2017]]},"DOI":"10.1007\/978-3-319-70010-6_44","type":"book-chapter","created":{"date-parts":[[2017,10,28]],"date-time":"2017-10-28T01:02:51Z","timestamp":1509152571000},"page":"478-488","source":"Crossref","is-referenced-by-count":3,"title":["Exploring Malay Older User Motivation to Play Mobile Games"],"prefix":"10.1007","author":[{"given":"Fariza Hanis Abdul","family":"Razak","sequence":"first","affiliation":[]},{"given":"Nor Haizam Che","family":"Azhar","sequence":"additional","affiliation":[]},{"given":"Wan Adilah Wan","family":"Adnan","sequence":"additional","affiliation":[]},{"given":"Zan Azma","family":"Nasruddin","sequence":"additional","affiliation":[]}],"member":"297","published-online":{"date-parts":[[2017,10,29]]},"reference":[{"key":"44_CR1","doi-asserted-by":"crossref","unstructured":"Allair, J.C., McLaughlin, A.C., Trujillo, A., Whitlock, L., LaPorte, L.: Succesful aging through digital games: sociomotional differences between older adults gamers and non-gamers. Comput. Hum. Behav. 1302\u20131306 (2003)","DOI":"10.1016\/j.chb.2013.01.014"},{"key":"44_CR2","series-title":"Human\u2013Computer Interaction Series","doi-asserted-by":"publisher","first-page":"1","DOI":"10.1007\/978-3-319-15985-0_1","volume-title":"Game User Experience Evaluation","author":"R Bernhaupt","year":"2015","unstructured":"Bernhaupt, R.: User experience evaluation methods in the games development life cycle. In: Bernhaupt, R. (ed.) Game User Experience Evaluation. HIS, pp. 1\u20138. Springer, Cham (2015). doi: 10.1007\/978-3-319-15985-0_1"},{"key":"44_CR3","doi-asserted-by":"crossref","first-page":"40","DOI":"10.1080\/07370024.2012.688468","volume":"28","author":"NB Berthouze","year":"2013","unstructured":"Berthouze, N.B.: Understanding the role of body movement in player engagement. Hum.-Comput. Interact. 28, 40\u201375 (2013)","journal-title":"Hum.-Comput. Interact."},{"key":"44_CR4","doi-asserted-by":"crossref","first-page":"96","DOI":"10.1016\/j.chb.2015.04.026","volume":"51","author":"T Cota","year":"2015","unstructured":"Cota, T., Ishitani, L., Vieira Jr., N.: Mobile game design for the older adults: a study with focus on the motivation to play. Comput. Hum. Behav. 51, 96\u2013105 (2015)","journal-title":"Comput. Hum. Behav."},{"issue":"6","key":"44_CR5","doi-asserted-by":"crossref","first-page":"637","DOI":"10.1016\/j.mehy.2014.09.024","volume":"38","author":"K Dastipour","year":"2014","unstructured":"Dastipour, K.: Do genetic factors protect against Parkinson\u2019s disease? What I can learn from my healthy grandma. Med. Hypotheses 38(6), 637\u2013639 (2014)","journal-title":"Med. Hypotheses"},{"key":"44_CR6","doi-asserted-by":"crossref","unstructured":"Desurvire, H., El-Nasr, M.S.: Methods for game user research. Comput. Soc. 82\u201387 (2013)","DOI":"10.1109\/MCG.2013.61"},{"key":"44_CR7","unstructured":"Entertainment Software Association: 2015 Essential facts about the computer and video game industry, Entertainment Software Association (2015)"},{"key":"44_CR8","unstructured":"Fulton, B., Lazzaro, N.: Playtesting. In: Fullerton, T. (ed.) Game Design Workshop \u2013 A Playcentric Approach on Creating Innovative Games, pp. 248\u2013271. CRC Press (2014)"},{"key":"44_CR9","doi-asserted-by":"crossref","unstructured":"Glisky, E.L.: Changes in cognitive function in human aging. In: Riddle, D.R. (ed.) Brain Aging: Models, Methods, and Mechanisms, pp. 4\u201320. Taylor & Francis Group, LLC, United States of America (2007)","DOI":"10.1201\/9781420005523.sec1"},{"key":"44_CR10","unstructured":"Hansegard, J.: Tech: Wall Street Journal. http:\/\/www.wsj.com\/articles\/the-drama-behind-candy-crush-soda-saga-creating-new-levels-1428422303"},{"issue":"8","key":"44_CR11","doi-asserted-by":"crossref","first-page":"715","DOI":"10.1080\/03601271003723636","volume":"37","author":"M Hwang","year":"2011","unstructured":"Hwang, M., Hong, J., Hao, Y., Jong, J.: Elder\u2019s usability, dependability, and flow experiences on embodied interactive video game. Educ. Gerontol. 37(8), 715\u2013731 (2011)","journal-title":"Educ. Gerontol."},{"key":"44_CR12","doi-asserted-by":"crossref","first-page":"641","DOI":"10.1016\/j.ijhcs.2008.04.004","volume":"66","author":"C Jennetta","year":"2008","unstructured":"Jennetta, C., Coxa, A.L., Cairnsb, P., Dhopareec, S., Eppsc, A., Tijsd, T.: Measuring and defining the experience of immersion in games. Int. J. Hum.-Comput. Stud. 66, 641\u2013661 (2008)","journal-title":"Int. J. Hum.-Comput. Stud."},{"key":"44_CR13","doi-asserted-by":"crossref","unstructured":"Korhonen, H., Koivisto, E.M.I.: Playability heuristics for mobile games. In: Proceedings of 8th conference on Human-Computer Interaction with Mobile Devices and Services, pp. 9\u201316. ACM, New York (2006)","DOI":"10.1145\/1152215.1152218"},{"key":"44_CR14","unstructured":"Nielsen, J.: Usability 101: Introduction to Usability. https:\/\/www.nngroup.com\/articles\/usability-101-introduction-to-usability\/"},{"key":"44_CR15","doi-asserted-by":"crossref","unstructured":"Omori, M., Felinto, A.: Analysis of motivational elements of social games: a puzzle match 3-games study case. Int. J. Comput. Games Technol. 1\u201310 (2012)","DOI":"10.1155\/2012\/640725"},{"issue":"1","key":"44_CR16","doi-asserted-by":"crossref","first-page":"103","DOI":"10.1007\/s10209-015-0435-y","volume":"16","author":"R Palacio","year":"2015","unstructured":"Palacio, R., Acosta, C., Cortez, J.M.: Usability perception of different video game devices in older adults users. Univ. Access. Inf. Soc. 16(1), 103\u2013113 (2015)","journal-title":"Univ. Access. Inf. Soc."},{"key":"44_CR17","series-title":"Lecture Notes in Computer Science","doi-asserted-by":"publisher","first-page":"283","DOI":"10.1007\/978-3-319-20889-3_27","volume-title":"Design, User Experience, and Usability: Interactive Experience Design","author":"R Raffaele","year":"2015","unstructured":"Raffaele, R., Alencar, R., J\u00fanior, I., Colley, B., Pontes, G., Carvalho, B., Soares, M.M.: Doctor Who: legacy, an analysis of usability and playability of a multi-platform game. In: Marcus, A. (ed.) DUXU 2015. LNCS, vol. 9188, pp. 283\u2013291. Springer, Cham (2015). doi: 10.1007\/978-3-319-20889-3_27"},{"key":"44_CR18","unstructured":"Razak, F.H.A., Sulo, R., Adnan, W.A.W., Ahmad, N.: Elderly mental model of reminder system. In: APCHI 2012 Conference Proceedings, Matsui, Japan. ACM (2012)"},{"issue":"1","key":"44_CR19","first-page":"53","volume":"2","author":"C Russoniello","year":"2009","unstructured":"Russoniello, C., O\u2019Brien, K., Parks, J.: The effectiveness of casual video games in improving mood and decreasing stress. J. CyberTheraphy Rehabi. 2(1), 53\u201366 (2009)","journal-title":"J. CyberTheraphy Rehabi."},{"key":"44_CR20","unstructured":"Saarenpaa, H.: Data gathering methods for evaluating playability, Finland (2008)"},{"issue":"10","key":"44_CR21","doi-asserted-by":"crossref","first-page":"1033","DOI":"10.1080\/0144929X.2012.710648","volume":"31","author":"JLG Sanchez","year":"2012","unstructured":"Sanchez, J.L.G., Vale, F.L.G., Simarro, F.M., Zea, N.P.: Playability: analysing user experience in video games. Behav. Inf. Technol. 31(10), 1033\u20131054 (2012)","journal-title":"Behav. Inf. Technol."},{"key":"44_CR22","series-title":"Lecture Notes in Computer Science","doi-asserted-by":"publisher","first-page":"65","DOI":"10.1007\/978-3-642-02806-9_9","volume-title":"Human Centered Design","author":"JL Gonz\u00e1lez S\u00e1nchez","year":"2009","unstructured":"Gonz\u00e1lez S\u00e1nchez, J.L., Padilla Zea, N., Guti\u00e9rrez, F.L.: From usability to playability: introduction to player-centred video game development process. In: Kurosu, M. (ed.) HCD 2009. LNCS, vol. 5619, pp. 65\u201374. Springer, Heidelberg (2009). doi: 10.1007\/978-3-642-02806-9_9"},{"issue":"2","key":"44_CR23","doi-asserted-by":"crossref","first-page":"155","DOI":"10.1177\/1555412010364978","volume":"6","author":"BD Schutter","year":"2011","unstructured":"Schutter, B.D.: Never too old to play: the appeal of digital games to an older audience. Games Cult. 6(2), 155\u2013170 (2011)","journal-title":"Games Cult."},{"key":"44_CR24","doi-asserted-by":"crossref","unstructured":"Schutter, B.D., Abeele, V.: Designing meaningful play within the psycho-social context of older adults. In: Proceeding of 3rd International Conference on Fun and Games, pp. 84\u201393. ACM (2010)","DOI":"10.1145\/1823818.1823827"},{"key":"44_CR25","unstructured":"Social Welfare Department Malaysia: Country Report Malaysia. Social Welfare Department Malaysia (2012)"},{"key":"44_CR26","series-title":"Lecture Notes in Computer Science","doi-asserted-by":"publisher","first-page":"264","DOI":"10.1007\/978-3-319-02958-0_25","volume-title":"Advances in Visual Informatics","author":"S Soomro","year":"2013","unstructured":"Soomro, S., Wan Ahmad, W.F., Sulaiman, S.: Evaluation of mobile games using playability heuristics. In: Zaman, H.B., Robinson, P., Olivier, P., Shih, T.K., Velastin, S. (eds.) IVIC 2013. LNCS, vol. 8237, pp. 264\u2013274. Springer, Cham (2013). doi: 10.1007\/978-3-319-02958-0_25"},{"key":"44_CR27","doi-asserted-by":"crossref","unstructured":"Sykes, J., Federoff, M.: Player-centred game design. In: CHI 2006 Workshop, Canada, pp. 1731\u20131734. ACM (2006)","DOI":"10.1145\/1125451.1125774"},{"issue":"7","key":"44_CR28","first-page":"525","volume":"3","author":"O Thompson","year":"2012","unstructured":"Thompson, O., Barrett, S., Patterson, D., Craig, D.: Examining the neurocognitive validity of commercially available, smartphone-based puzzle games. Psycholog 3(7), 525\u2013526 (2012)","journal-title":"Psycholog"},{"issue":"12","key":"44_CR29","doi-asserted-by":"crossref","first-page":"892","DOI":"10.1089\/cyber.2012.0705","volume":"16","author":"S Whitbourne","year":"2013","unstructured":"Whitbourne, S., Ellenberg, S., Akimoto, K.: Reasons for playing casual video games and perceived benefits among adults 18 to 80 years old. Cyberpsychol. Behav. Soc. Netw. 16(12), 892\u2013897 (2013)","journal-title":"Cyberpsychol. Behav. Soc. Netw."}],"container-title":["Lecture Notes in Computer Science","Advances in Visual Informatics"],"original-title":[],"link":[{"URL":"http:\/\/link.springer.com\/content\/pdf\/10.1007\/978-3-319-70010-6_44","content-type":"unspecified","content-version":"vor","intended-application":"similarity-checking"}],"deposited":{"date-parts":[[2022,8,5]],"date-time":"2022-08-05T19:11:35Z","timestamp":1659726695000},"score":1,"resource":{"primary":{"URL":"http:\/\/link.springer.com\/10.1007\/978-3-319-70010-6_44"}},"subtitle":[],"short-title":[],"issued":{"date-parts":[[2017]]},"ISBN":["9783319700090","9783319700106"],"references-count":29,"URL":"https:\/\/doi.org\/10.1007\/978-3-319-70010-6_44","relation":{},"ISSN":["0302-9743","1611-3349"],"issn-type":[{"type":"print","value":"0302-9743"},{"type":"electronic","value":"1611-3349"}],"subject":[],"published":{"date-parts":[[2017]]}}}