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Items Authored or Edited by Hannah Marston

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Jump to: 2019 | 2018 | 2017 | 2016 | 2015 | 2014 | 2013 | 2012 | 2011
Number of items: 42.

2019

Marston, Hannah; Genoe, Rebecca; Freeman, Shannon; Kulczycki, Cory and Musselwhite, Charles (2019). Older Adults Perceptions of ICT: main findings from the Technology In Later Life (TILL) an initial study. Healthcare, 7(3), article no. 86. file

Marston, Hannah R; Hadley, Robin; Banks, Duncan and del Carmen Miranda Duro, María (2019). Mobile Self-monitoring ECG Devices to Diagnose Arrhythmia (AR) that coincide with Palpitations: A Scoping Review. Healthcare, 7(3), article no. 96. file

Marston, Hannah Ramsden and Samuels, Julie (2019). A Review of Age Friendly Virtual Assistive Technologies and their Effect on Daily Living for Carers and Dependent Adults. Healthcare, 7(1), article no. 49. file

Genoe, M. Rebecca; Liechty, Toni and Marston, Hannah R. (2019). Leisure innovation and the transition to retirement. Leisure Sciences (Early Access). restricted access item, not available for direct download

van Hoof, J; Dikken, J; Buttigieg, S. C.; van den Hove, K. E. and Marston, H. (2019). Age-friendly cities in the Netherlands: An explorative study of facilitators and hindrances in the built environment and ageism in design. Indoor and Built Environment (Early Access). file

2018

Genoe, M. Rebecca; Liechty, Toni and Marston, Hannah R. (2018). Retirement Transitions among Baby Boomers: Findings from an Online Qualitative Study. Canadian Journal on Aging / La Revue canadienne du vieillissement, 37(4) pp. 450–463.

van Hoof, Joost; Marston, Hannah R.; Wong, Johnny K.-W.; Soebarto, Veronica I. and Kazak, Jan K. (2018). Guest editorial. Journal of Enabling Technologies, 12(2) pp. 33–34.

Genoe, Rebecca; Kulczycki, Cory; Marston, Hannah; Freeman, Shannon; Musselwhite, Charles and Rutherford, Haley (2018). E-Leisure and Older Adults: Findings from an International Exploratory Study. Therapeutic Recreation Journal, 52(1) pp. 1–18. file

Brown, Julie A. and Marston, Hannah R. (2018). Gen X and Digital Games: Looking back to look forward. In: Human Aspects of IT for the Aged Population. Applications in Health, Assistance, and Entertainment, Springer International Publishing, pp. 485–500. file

2017

Marston, Hannah; Kroll, M.; Fink, D.; Poveda, R. and Gschwind, Y. J. (2017). Digital Game Technology & Health for Older Adults. In: Marston, Hannah; Freeman, Shannon and Musselwhite, Charles eds. Mobile EHealth. Human–Computer Interaction Series. Springer, pp. 149–171.

Marston, Hannah; Freeman, Shannon and Musselwhite, Charles eds. (2017). Mobile e-Health. Human–Computer Interaction Series. Springer.

Liechty, Toni; Genoe, M. Rebecca and Marston, Hannah R. (2017). Physically Active Leisure and the Transition to Retirement: The Value of Context. Annals of Leisure Research, 20(1) pp. 23–38.

Kulczycki, Cory; Genoe, Rebecca; Marston, Hannah; Freeman, Shannon and Musselwhite, Charles (2017). “If I want to know anything I just Google it”: Older adults’ functional and social leisure activities and technology. In: Canadian Congress on Leisure Research 15: Engaging legacies (CCLR15), 23-26 May 2017, University of Waterloo, ON, Canada.

Genoe, Rebecca; Liechty, Toni and Marston, Hannah (2017). The relevance of Innovation Theory of Successful Aging for baby boomers transitioning to retirement. In: Canadian Congress on Leisure Research 15: Engaging legacies (CCLR15), 23-26 May 2017, University of Waterloo, ON, Canada.

Marston, Hannah R.; Kroll, Michael; Fink, Dennis; Poveda, Rakel and Gschwind, Yves J. (2017). Digital Game Technology and Older Adults. In: Marston, Hannah; Freeman, Shannon and Musselwhite, Charles eds. Mobile e-Health. Human–Computer Interaction Series. Cham: Springer, pp. 149–171.

2016

Olynick, J; Freeman, S; Marston, Hannah; Musselwhite, C; Kulczycki, C and Genoe, R (2016). Intergenerational Influences on the Understanding and Use of Technology in Later Life. British Columbia, Canada.

Marston, Hannah R.; Freeman, Shannon; Bishop, Kristen A. and Beech, Christian L. (2016). A Scoping Review of Digital Gaming Research Involving Older Adults Aged 85 and Older. Games for Health Journal, 5(3) pp. 157–174. file

Vaziri, Daryoush D.; Aal, Konstantin; Ogonowski, Corinna; Von Rekowski, Thomas; Kroll, Michael; Marston, Hannah R.; Poveda, Rakel; Gschwind, Yves J.; Delbaere, Kim; Wieching, Rainer and Wulf, Volker (2016). Exploring user experience and technology acceptance for a fall prevention system: results from a randomized clinical trial and a living lab. European Review of Aging and Physical Activity, 13(6) file

Marston, Hannah R.; Woodbury, Ashley; Gschwind, Yves J.; Kroll, Michael; Fink, Dennis; Eichberg, Sabine; Kreiner, Karl; Ejupi, Andreas; Janneke, Annegarn; de Rosario, Helios; Wienholtz, Arno; Wieching, Rainer and Delbaere, Kim (2016). The design of a purpose-built exergame for fall prediction and prevention for older people. European Review of Aging and Physical Activity, 12, article no. 13. file

Van Hoof, J.; Janssen, M. L; Heesakkers, C. M. C; Van Kersbergen, W.; Severijns, L. E. J; Willems, L. A. G; Marston, H. R.; Janssen, B. M. and Nieboer, M. E. (2016). The Importance of Personal Possessions for the Development of a Sense of Home of Nursing Home Residents. Journal of Housing For the Elderly, 30(1) pp. 34–50. file

Marston, Hannah R. and Hall, Amanda K. (2016). Gamification: Applications for Health Promotion and Health Information Technology Engagement. In: Novák, Daniel; Tulu, Bengisu and Brendryen, Håvar eds. Handbook of research on holistic perspectives in gamification for clinical practice. Advances in Medical Technologies and Clinical Practice. Hershey: IGI Global, pp. 78–104.

Marston, Hannah R.; Kroll, Michael; Fink, Dennis; de Rosario, Helios and Gschwind, Yves J. (2016). Technology use, adoption and behaviour in older adults: results from the iStoppFalls Project. Educational Gerontology, 42(6) pp. 371–387. file

Musselwhite, Charles; Marston, Hannah R. and Freeman, Shannon (2016). Editorial: From Needy and Dependent to Independent Homo Ludens: Exploring Digital Gaming and Older People. Games and Culture, 11(1-2) pp. 3–6.

Genoe, M. Rebecca; Liechty, Toni; Marston, Hannah R. and Sutherland, Victoria (2016). Blogging into Retirement: Using Online Research Methods to Understand Leisure among Baby Boomers. Journal of Leisure Research, 48(1) pp. 15–34.

2015

Gschwind, Yves J.; Eichberg, Sabine; Ejupi, Andreas; de Rosario, Helios; Kroll, Michael; Marston, Hannah R.; Drobics, Mario; Annegarn, Janneke; Wieching, Rainer; Lord, Stephen R.; Aal, Konstantin; Vaziri, Daryoush; Woodbury, Ashley; Fink, Dennis and Delbaere, Kim (2015). ICT-based system to predict and prevent falls (iStoppFalls): results from an international multicenter randomized controlled trial. European Review of Aging and Physical Activity, 12, article no. 10. file

Marston, Hannah R. and Graner Ray, Sheri (2015). Older women on the game: understanding digital game perspectives from an ageing cohort. In: Domínguez-Rué, Emma and Nierling, Linda eds. Ageing and Technology: Perspectives from the Social Sciences. Transcript-Verlag.

van Hoof, J.; Verhagen, M. M; Wouters, E. J. M.; Marston, H. R.; Rijnaard, M. D. and Janssen, B. M. (2015). Picture your nursing home: Exploring the sense of home of older residents through photography. Journal of Aging Research, 2015, article no. 312931. file

Philips, Judith E.; Dobbs, Christine; Burholt, Vanessa and Marston, Hannah (2015). Extracare: does it promote resident satisfaction compared to residential and home care? British Journal of Social Work, 43(3) pp. 949–967.

Marston, Hannah R.; Kroll, Michael; Fink, Dennis and Gschwind, Yves J. (2015). Flow experience of older adults using the iStoppFalls exergames. Games and Culture, 11(1-2) pp. 201–222.

2014

Marston, Hannah; Kroll, Michael; Fink, Dennis and Eichberg, Sabine (2014). Digital Game Aesthetics of the iStoppFalls Exergame. In: Schouten, B.; Fedtke, S.; Vosmeer, M. and Gekker, A. eds. Games for Health 2014. Wiesbaden: Springer Vieweg, pp. 89–100.

Gschwind, Yves J.; Eichberg, Sabine; Marston, Hannah R.; Ejupi, Andreas; de Rosario, Helios; Kroll, Michael; Drobics, Mario; Annegam, Janneke; Wieching, Rainer; Lord, Stephen R.; Aal, Konstantin and Delbaere, Kim (2014). ICT-based system to predict and prevent falls (iStoppFalls): study protocol for an international multicenter randomized controlled trial. BMC Geriatrics, 14, article no. 91.

Marston, Hannah R. (2014). Ageing in digital places. In: van Hoof, Joost; Demiris, George and Wouters, Eveline J. M. eds. Handbook of Smart Homes, Health Care and Well-Being. Cham: Springer.

Hall, Amanda K and Marston, Hannah R. (2014). Games for health in the home: gaming and older adults in the digital age of healthcare. In: van Hoof, Joost; Demiris, George and Wouters, Eveline J. M. eds. Handbook of Smart Homes, Health Care and Well-Being. Cham: Springer.

2013

Marston, Hannah Ramsden and Smith, Stuart T. (2013). Understanding the digital game classification system: a review of the current classification system and its implications for use within games for health. In: Human Factors in Computing and Informatics, Springer, pp. 314–331.

Marston, Hannah R. (2013). Design recommendations for digital game design within an ageing society. Educational Gerontology, 39(2) pp. 103–118.

Marston, Hannah R. (2013). Digital gaming perspectives of older adults: content vs interaction. Educational Gerontology, 39(3) pp. 194–208.

Marston, H.; Greenlay, S and van Hoof, J (2013). Understanding the Nintendo Wii console in long-term care facilities. Technology and Disability, 25(2) pp. 77–85.

Freeman, Shannon; Garcia, John and Marston, Hannah R. (2013). Centenarian self-perceptions of factors responsible for attainment of extended health and longevity. Educational Gerontology, 39(10) pp. 717–728.

Freeman, Shannon; Heckman, George; Naus, Peter J. and Marston, Hannah R. (2013). Breaking down barriers: hospice palliative care as a human right in Canada. Educational Gerontology, 39(4) pp. 241–249.

Marston, H.R and McClenaghan, P.A (2013). Play yourself fit: exercise + videogames = exergames. In: Bredl, Klaus and Bösche, Wolfgang eds. Serious Games and Virtual Worlds in Education, Professional Development, and Healthcare. Hershey, PA: IGI Global, pp. 241–257.

2012

Marston, Hannah R. (2012). Older adults as 21st century game designers. Computer Games Journal, 1(1) pp. 90–102.

2011

van Hoof, J; Wouters, E. J. M; Marston, H. R.; Vanrumste, B. and Overdiep, R. A (2011). Ambient assisted living and care in The Netherlands: the voice of the user. International Journal of Ambient Computing and Intelligence, 3(4) pp. 25–40.

This list was generated on Fri Aug 23 03:58:55 2019 BST.

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