Video game effects -confirmed, suspected, and speculative: a review of the evidence, Simulation & Gaming, vol.40, issue.3, pp.377-403, 2009. ,
Emotion and body-based games: Overview and opportunities, Emotion in Games, pp.235-255, 2016. ,
Let's play: Understanding the role and significance of digital gaming in old age, 2014. ,
The perma-profiler: A brief multidimensional measure of flourishing, International Journal of Wellbeing, vol.6, issue.3, 2016. ,
In-game: From immersion to incorporation, 2011. ,
Engagingdesign-methods for collective creativity, International Conference on Human-Computer Interaction, pp.22-31, 2013. ,
Gerontoludic design: Extending the mda framework to facilitate meaningful play for older adults, International Journal of Gaming and ComputerMediated Simulations (IJGCMS), vol.9, issue.1, pp.45-60, 2017. ,
The challenge of defining wellbeing, International journal of wellbeing, vol.2, issue.3, 2012. ,
Game design workshop: a playcentric approach to creating innovative games, 2014. ,
Game design for older adults: effects of age-related changes on structural elements of digital games, International Conference on Entertainment Computing, pp.235-242, 2012. ,
URL : https://hal.archives-ouvertes.fr/hal-01556159
Flourishing across europe: Application of a new conceptual framework for defining well-being, Social indicators research, vol.110, issue.3, pp.837-861, 2013. ,
, Videogames and wellbeing: A comprehensive review. Young and Well Cooperative Reseach Centre, 2013.
Promoting and protecting mental health as flourishing: A complementary strategy for improving national mental health, American psychologist, vol.62, issue.2, p.95, 2007. ,
The motivational pull of video games: A self-determination theory approach, Motivation and emotion, vol.30, issue.4, pp.344-360, 2006. ,
Beyond ponce de leon and life satisfaction: New directions in quest of successful ageing, International journal of behavioral development, vol.12, issue.1, pp.35-55, 1989. ,
Flourish: A visionary new understanding of happiness and wellbeing, 2012. ,
The social context of video game play: Relationships with the player experience and wellbeing, 2016. ,