Effectiveness and feasibility of virtual reality and gaming system use at home by older adults for enabling physical activity to improve health-related domains: a …

KJ Miller, BS Adair, AJ Pearce, CM Said… - Age and …, 2014 - academic.oup.com
Background: use of virtual reality and commercial gaming systems (VR/gaming) at home by
older adults is receiving attention as a means of enabling physical activity. Objective: to …

[PDF][PDF] Effectiveness and feasibility of virtual reality and gaming system use at home by older adults for enabling physical activity to improve health-related domains: a …

KJ MILLER, BS ADAIR, AJ PEARCE, CM SAID… - 2013 - researchgate.net
Background: use of virtual reality and commercial gaming systems (VR/gaming) at home by
older adults is receiving attention as a means of enabling physical activity. Objective: to …

Effectiveness and feasibility of virtual reality and gaming system use at home by older adults for enabling physical activity to improve health-related domains: a …

K Miller, A Brooke, A Pearce, C Said, E Ozanne… - 2013 - dro.deakin.edu.au
Background use of virtual reality and commercial gaming systems (VR/gaming) at home by
older adults is receiving attention as a means of enabling physical activity. Objective to …

[PDF][PDF] Effectiveness and feasibility of virtual reality and gaming system use at home by older adults for enabling physical activity to improve health-related domains: a …

KJ MILLER, BS ADAIR, AJ PEARCE, CM SAID… - Age and Ageing, 2014 - savie.qc.ca
Background: use of virtual reality and commercial gaming systems (VR/gaming) at home by
older adults is receiving attention as a means of enabling physical activity. Objective: to …

Effectiveness and feasibility of virtual reality and gaming system use at home by older adults for enabling physical activity to improve healthrelated domains: a …

KJ Miller, BS Adair, AJ Pearce, CM Said, E Ozanne… - 2014 - omsorgsforskning.brage.unit.no
Background: use of virtual reality and commercial gaming systems (VR/gaming) at home by
older adults is receiving attention as a means of enabling physical activity. Objective: to …

Effectiveness and feasibility of virtual reality and gaming system use at home by older adults for enabling physical activity to improve health-related domains: a …

KJ Miller, BS Adair, AJ Pearce, CM Said, E Ozanne… - 2014 - austin.intersearch.com.au
Use of virtual reality and commercial gaming systems (VR/gaming) at home by older adults
is receiving attention as a means of enabling physical activity. OBJECTIVE: to summarise …

Effectiveness and feasibility of virtual reality and gaming system use at home by older adults for enabling physical activity to improve health related domains: A …

K Miller, B Adair, A Pearce, C Said… - Age and …, 2014 - acuresearchbank.acu.edu.au
Background: use of virtual reality and commercial gaming systems (VR/gaming) at home by
older adults is receiving attention as a means of enabling physical activity. Objective: to …

Effectiveness and feasibility of virtual reality and gaming system use at home by older adults for enabling physical activity to improve health-related domains: a …

KJ Miller, BS Adair, AJ Pearce, CM Said… - Age & …, 2014 - search.ebscohost.com
Background: use of virtual reality and commercial gaming systems (VR/gaming) at home by
older adults is receiving attention as a means of enabling physical activity. Objective: to …

Effectiveness and feasibility of virtual reality and gaming system use at home by older adults for enabling physical activity to improve health-related domains: a …

KJ Miller, BS Adair, AJ Pearce, CM Said… - Age and …, 2014 - pubmed.ncbi.nlm.nih.gov
Background use of virtual reality and commercial gaming systems (VR/gaming) at home by
older adults is receiving attention as a means of enabling physical activity. Objective to …

[PDF][PDF] Effectiveness and feasibility of virtual reality and gaming system use at home by older adults for enabling physical activity to improve health-related domains: a …

KJ MILLER, BS ADAIR, AJ PEARCE, CM SAID… - Age and …, 2014 - scholar.archive.org
Background: use of virtual reality and commercial gaming systems (VR/gaming) at home by
older adults is receiving attention as a means of enabling physical activity. Objective: to …