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29 results on '"Hannah R. Marston"'

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1. Understanding Technology Use During the COVID-19 Pandemic Through the Lens of Age-Friendly Cities and Communities: An International, Multi-Centre Study

3. Improving Older People’s Lives Through Digital Technology and Practices

4. COVID-19: Technology, Social Connections, Loneliness, and Leisure Activities: An International Study Protocol

5. What role can videogames play in the COVID-19 pandemic? [version 2; peer review: 2 approved]

6. OK Cupid, Stop Bumbling around and Match Me Tinder: Using Dating Apps Across the Life Course

7. What role can videogames play in the COVID-19 pandemic? [version 1; peer review: 2 approved]

8. COVID-19 and the secret virtual assistants: the social weapons for a state of emergency [version 1; peer review: 2 approved, 1 not approved]

9. Millennials and ICT—Findings from the Technology 4 Young Adults (T4YA) project: An Exploratory Study

11. Leisure innovation and the transition to retirement

12. Age-Friendly Cities and Communities: State of the Art and Future Perspectives

13. A Commentary on Blue Zones®: A Critical Review of Age-Friendly Environments in the 21st Century and Beyond

14. How does a (Smart) Age-Friendly Ecosystem Look in a Post-Pandemic Society?

15. OK Cupid, Stop Bumbling around and Match Me Tinder: Using Dating Apps Across the Life Course

16. Intergenerational Effects on the Impacts of Technology Use in Later Life: Insights from an International, Multi-Site Study

17. Intergenerational connections through technology: Insights from the Technology Use in Later Life multi-site study

19. Learning from covid-19: design, age-friendly technology, hacking and mental models

20. Creating Age-Friendly Communities: Housing and Technology

21. 'Who Doesn’t Think about Technology When Designing Urban Environments for Older People?' A Case Study Approach to a Proposed Extension of the WHO’s Age-Friendly Cities Model

22. Mobile E-Health

23. Gen X and Digital Games: Looking back to look forward

24. E-Leisure and Older Adults: Findings from an International Exploratory Study

25. From Needy and Dependent to Independent Homo Ludens: Exploring Digital Gaming and Older People

26. The Importance of Personal Possessions for the Development of a Sense of Home of Nursing Home Residents

27. Technology use, adoption and behavior in older adults: Results from the iStoppFalls project

28. Use of Digital Health Technologies for Dementia Care: Bibliometric Analysis and Report

29. The design of a purpose-built exergame for fall prediction and prevention for older people

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