Journal Publications & Book Chapters

*Special Issues & other Outputs can be found here
** Conference proceedings/presentations can be found here

Journal Papers (Peer Reviewed)

  • Freeman, S.; Marston, H.R.; Olynick, J.; Musselwhite, C.; Kulczycki, C.; Genoe, R.; Xiong, B. (2020). Intergenerational Effects on the Impacts of Technology Use in Later Life: Insights from an International, Multi-Site Study. Int. J. Environ. Res. Public Health17, 5711. https://doi.org/10.3390/ijerph17165711
  • Marston, H.R., Niles-Yokum, K., Earle, S., Gomez, B., & Lee, D. (2020). OK Cupid, Stop Bumbling around and March Me Tinder Using Dating Apps Across the Life Course. Gerontology and Geriatric Medicine. https://doi.org/10.1177/2333721420947498
  • Marston, H.R., & Morgan, D.J. (2020) Technology & Social Media during COVID-19 Pandemic. Special Issue: COVID-19 & Geriatric Mental Health Worldwide. IPA Bulletin; 3(2). Available from https://www.ipa-online.org/publications/ipa-bulletin/featured-articles/covid-19-bulletin-articles/technology-social-media-during-covid19
  • Marston, H.R., Hadley, R., Pike, G., & Hesketh, I. (2020). Games for Health & mHealth Apps for Police & Blue Light Personnel: A research review. The Police Journal: Theory, Practice and Principles. Doi:10.1177/0032258X20937327
  • Marston, H.R., & Kowert, R. (2020). What role can videogames play in the COVID-19 pandemic? [version 1; peer review: awaiting peer review]. Emerald Open Res2:34. https://doi.org/10.35241/emeraldopenres.13727.1
  • White, P.J., Marston, H.R., Shore, L., and Turner, R. (2020). Learning from COVID-19: Design, Age-friendly Technology, Hacking and Mental Models [version 1; peer review: awaiting peer review]. Emerald Open Res2:21 https://doi.org/10.35241/emeraldopenres.13599.1
  • Sheerman L, Marston HR, Musselwhite C and Morgan D. (2020). COVID-19 and the secret virtual assistants: the social weapons for a state of emergency [version 1; peer review: awaiting peer review]. Emerald Open Res2:19 https://doi.org/10.35241/emeraldopenres.13571.1
  • Marston, H.R., &del Carmen Miranda Duro, M. Correction to: Revisiting the Twentieth Century Through the Lens of Generation X and Digital Games: A Scoping Review. Comput Game J (2020). https://doi.org/10.1007/s40869-020-00099-0
  • Marston, H.R., Azadvar, A. Defeating the Boss Level … Exploring Inter-and-Multigenerational Gaming Experiences. Comput Game J (2020). https://doi.org/10.1007/s40869-020-00098-1
  • Earle, S., Marston, H., Hadley, R., & Banks, D. (2020). The use of menstruation and fertility app trackers: A scoping review of the evidence. BMJ Sexual & Reproductive Healthhttp://dx.doi.org/10.1136/bmjsrh-2019-200488
  • Marston, H.R. (2019). Millennials and ICT – Findings from the Technology 4 Young Adults (T4YA) Project: An Exploratory Study. Societies; 9,80. doi:10.3390/soc9040080
  • van Hoof, J.; Marston, H.R.; Brittain, K.R.; Barrie, H.R. Creating Age-Friendly Communities: Housing and Technology. Healthcare 20197, 130. doi:10.3390/healthcare7040130
  • Marston, H.R., & van Hoof, J. (2019). “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. Int. J. Enviorn Res Public Health; 16(19), 3525. Doi:10.3390/ijerph16193525
  • Marston, H.R., Hadley, R., Banks, D., Duro Miranda, MDC. (2019). Mobile Self-Monitoring ECG Devices to Diagnose Arrhythmia that Coincide with Palpitations: A Scoping Review. Healthcare 7(3):96, doi:10.3390/healthcare7030096
  • Marston, H.R., Genoe, R., Freeman, S., Kulczycki, C. & Musselwhite, C. (2019). Older Adults Perceptions of ICT: main findings from the Technology In Later Life (TILL) an initial study. Healthcare; 7(3), 86doi:10.3390/healthcare7030086
  • van Hoof, J., Dikken J., Buttigieg, S.C., van den Hoven, Kroon E., Marston, H.R. (2019). Features of an age-friendly city in the built environment: An explorative study of their visibility and age stereotypes in The Netherlands. Special Issue: Ageing Community, Indoor and Built Environment doi:10.1177/1420326X19857216
  • Genoe, R., Liechty, T., & Marston, H.R. (2019). Leisure innovation and the transition to retirement. Leisure Sciences. doi:10.1080/01490400.2019.1597791
  • Marston, H.R., & Samuels, J. (2019).  A review of Age Friendly Virtual Assistive Technologies and their Effect on Daily Living for Carers and Dependent Adults. Special Issue “Creating Age-friendly Communities: Housing and Technology”Healthcare 7(1): 49; doi:10.3390/healthcare7010049.
  • Genoe, R., Liechty, T., & Marston, H.R. (2018). Retirement transitions among baby boomers: Findings from an online qualitative study. Canadian Journal on Aging/La Revue canadienne du vieillissement. doi:10.1017/S071498081800031437
  • Brown, J.A., Marston, H.R. (2018) Gen X and Digital Games: Looking Back to Look Forward. In: Zhou J., Salvendy G. (eds) Human Aspects of IT for the Aged Population. Applications in Health, Assistance, and Entertainment. ITAP 2018. Lecture Notes in Computer Science, vol 10927. Springer, Cham. Doi: 10.1007/978-3-319-92037-5_34
  • Genoe, M. R., Kulczycki, C., Marston, H., Freeman, S., Musselwhite, C., & Rutherford, H. (2018). E-leisure and older adults: Findings from an international exploratory study.  Therapeutic Recreation Journal. Vol. LII, (1), doi.org/10.18666/TRJ-2018-V52-I1-8417
  • Vaziri, D.D., Aal, K., Ogonowski, C., Von Rekowski, T., Kroll, M., Marston, H.R., De Rosario, H., Poveda, R., Gschwind, Y., Delbaere, K., Wieching, R., & Wulf. (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 (EURAPA), June 10;13:6. doi: 10.1186/s11556-016-0165-z
  • 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., & 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, 35-51. http://dx.doi.org/10.1080/02763893.2015.1129381
  • Marston, H.R., Freeman, S., & Bishop, A. Kristen., & Beech, C.L. (2016). Utilization of digital games for older adults aged 85+ years: A scoping review. Games for Health Journal; 5(3): 157-174. doi: 10.1089/g4h.2015.0087
  • Liechty, T., Genoe, R., & Marston, H.R. (2016). Physically Active Leisure and the Transition to Retirement: The Value of Context. Annals of Leisure Research; doi:10.1080/11745398.2016.1187570.
  • Marston H.R., Kroll, M., Fink, D., & de Rosario, H., Gschwind, Y.J. (2016)Technology use, adoption and behaviour in older adults: results from the iStoppFalls Project. Educational Gerontology. doi: 1080/03601277.2015.1125178
  • Marston, H.R., Woodbury, A., Kroll, M., Fink, D., Eichberg, S., Gschwind, Y.J., Delbaere, K. (2015). The design of a purpose built Exergame for fall prediction and prevention amongst older adults. European Review of Aging and Physical Activity (EURAPA), 12:13; doi: 10.1186/s11556-015-0157-4 
  • Gschwind, Y., Eichberg, S., Ejupi, A., de Rosario, H., Kroll, M., Marston H., Drobics, M., Annegarn, J., Wieching, R., Lord, S.R., Aal, K., Vaziri, D., Woodbury, A., Fink, D., Delbaere, K. (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 (EURAPA); 12(10). doi: 10.1186/s11556-015-0155-6
  • Marston, H.R., Kroll, M., Fink, D., & Gschwind, Y.J. (2016). Flow experience of older adults using the iStoppFalls exergames. Special Issue: Gaming & Aging; Games & Culture Journal, 11(1-2); 201-222. doi: 10.1177/1555412015605219.
  • Musselwhite, C.B.A., Marston, H.R., & Freeman, S. (2016). From Needy and Dependent to Independent Homo Ludens: Exploring digital gaming and older people. Editorial. To be published in the Games & Culture Journal, Special edition: Digital Gaming & Ageing; 11(1-2); 3-6. doi:10.1177/1555412015605220
  • Genoe, R., Lichty, T., Marston, H.R. & Sutherland, V. (2016). Blogging into Retirement: Using Online Research Methods to Understand Leisure among Baby Boomers. Journal of Leisure Research; 48(1), http://dx.doi.org/10.18666/JLR-2016-V48-I1-6257.
  • Van Hoof, J., Verhagen, M.M., Wouters, E.J.M., Marston, H.R., Janssen, B.M., & Rijnaard, M.D. (In Press). Picture your nursing home: Exploring the sense of home of older residents through photography. Journal of Aging Research. Article ID 312931. http://dx.doi.org/10.1155/2015/312931
  • Marston, H.R., Kroll, M., Fink, D., & Eichberg, S. (2014). Digital Game Aesthetics of the iStoppFalls Exergame. In B. Schouten et al. (eds). Games for Health, 2014. Springer Vieweg Wiesbaden. doi:10.1007/978-3-658-07141_12
  • Gschwind, Y.J., Eichberg, S., Marston, H.R., de Rosario, H., Aal, K., Ejupi, A., Kroll, M., Drobics, M., Annegam, J., Wieching, R., Lord, S.R., Delbaere, K. (2014). ICT-based system to predict and prevent falls (iStoppFalls): study protocol for an international multicenter randomized controlled trial. BMC Geriatrics. doi:10.1186/1471-2318-14-91
  • Philips, J.E., Dobbs, C., Burholt, V., & Marston, H.R. (2013). Extracare: Does It Promote Resident Satisfaction Compared to Residential and Home Care? British Journal of Social Work, 1-19, doi:10.1093/bjsw/bct185
  • Marston, H.R., & Smith, S.T. (2013). Understanding the digital game classification system: A review of the current classification system & its implications for use within games for health. In: Holzinger A., Ziefle M., Hitz M., Debevc M. (eds). Human Factors in Computing & Informatics. SouthCHI 2013. Lecture Notes in Computer Science, vol 7946. Springer, Berlin, Heidelberg. pp. 314-331. doi:10.1007/978-3-642-39062-3_20  
  • Marston, H.R. (2013). Design recommendations for digital game design within an aging society. Educational Gerontology, 39(2), 103-118, doi:10.1080/03601277.2012.689936
  • Marston, H.R. (2013). Digital Gaming Perspectives of Older Adults: Content vs Interaction. Educational Gerontology, 39(3), 14-208, doi:10.1080/03601277.2012.70081
  • Marston, H.R., Greenlay, S., & van Hoof, J. (2013) Understanding the Nintendo Wii console in Long-term Care Facilities. Technology & Disability, 25(2), 77-85, doi:10.3233/TAD-130369. 
  • Freeman, S., Garcia, J., & Marston, H.R. (2013). Centenarian self-perceptions of factors responsible for attainment of extended health and longevity. Educational Gerontology, 39(10), 717-728, doi:10.1080/03601277.2012.750981
  • Freeman, S., Heckman, G., Naus, P.J., & Marston, H.R. (2013). Breaking down barriers: Hospice palliative care as a human right in Canada. Educational Gerontology, 39(4), 241-249, doi:10.1080/03601277.2013.750930
  • Marston, H.R., & Smith, S.T., (2012). Interactive videogame technologies to support independence in the elderly: A narrative review – Games for Health Journal, 1(2): 139-152. doi:10.1089/g4h.2011.0008
  • Marston, H.R. (2012). Older adults as 21st century game designers. Comput Game J; 1: 90. https://doi.org/10.1007/BF03392330.
  • Van Hoof, J., Wouters, E.J.M., Marston, H.R., Vanrumste, B., 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), 25-40. doi: 10.4018/jaci.2011100103

Book Chapters

  1. van Hoof, J., Boerenfijn, P., Kolmer, D.M.G., Marston, H.R., Kazak, J.K., & Verbeek, H. (2020). Environmental design for an ageing population. CH 16, Section 4Emerging Horizons. In Phelan A. & O’Shea D. (Eds.) Cambridge Scholars.
  2. Marston, H.R. (Forthcoming). Gerontology, Engagement and Technology (GET): A contemporary perspective in the Millennia. In Ethical Aspects of Gerontology: A Multidisciplinary Perspective. K. Niles-Yokum, and K. de Medeiros (Eds.). Taylor & Francis.
  3. Marston H.R., Kroll M., Fink D., Poveda R., & Gschwind Y.J. (2017). Digital Game Technology and Older Adults. In: Marston H., Freeman S., Musselwhite C. (eds) Mobile e-Health. Human–Computer Interaction Series. Springer, Cham Doi: http://dx.doi.org/10.1007/978-3-319-60672-9_7
  4. Musselwhite, C., Freeman, S., Marston, H.R. (2017). An Introduction to the Potential for Mobile eHealth Revolution to Impact on Hard to Reach, Marginalised and Excluded Groups. In: Marston H., Freeman S., Musselwhite C. (eds) Mobile e-Health. Human–Computer Interaction Series. Springer, Cham. Doi: https://doi.org/10.1007/978-3-319-60672-9_1
  5. Musselwhite, C., Freeman, S., Marston, H.R. (2017).  Transcendent Technology and Mobile eHealth. In: Marston H., Freeman S., Musselwhite C. (eds) Mobile e-Health. Human–Computer Interaction Series. Springer, Cham. Doi: https://doi.org/10.1007/978-3-319-60672-9_14
  6. Marston, H.R., & Hall, A.K. (2015). Gamification: Application for Health and Health Information Technology Engagement. In D. Novak, B. Tulu, & H. Brendryen (Eds.) Handbook of Research on Holistic Perspectives in Gamification for Clinical Practice (pp.78-104). Hershey, PA: Medical Information Science Reference. Doi: 10.4018/978-1-4666-9522-1.ch005
  7. Marston, H., & Graner-Ray, S. (2016). Older Women on the Game: Understanding Digital Game Perspectives from an Ageing Cohort. In: Emma Domínguez-Rué/Linda Nierling (Eds.), Ageing and Technology (67-92). Bielefeld: transcript Verlag. https://doi.org/10.14361/9783839429570-004
  8. Marston, H.R. (2014). Ageing in Digital Places. In Handbook of Smart Homes, Health Care and Well-Being. E. Wouters, J. van Hoof, G. Demiris (Eds.). doi: 10.1007/978-3-319-01904-8_60-1
  9. Hall, A.K., Marston, H.R. (2014) Games for Health in the Home: Gaming and Older Adults in the Digital Age of Healthcare. In: van Hoof J., Demiris G., Wouters E. (eds) Handbook of Smart Homes, Health Care and Well-Being. Springer, Cham. https://doi.org/10.1007/978-3-319-01583-5_55
  10. Marston, H.R., & McClenaghan, P.A. (2013). Play yourself fit: Exercise + Videogames = Exergames. In Serious Games and Multi-User Virtual Environments in Professional Development and Healthcare. K. Bredl & W. Bösche (Eds.). IGI. doi: 10.4018/978-1-4666-3673-6.ch015