Enhancing Emotional Stability and Mental Comfort in Older Adults through a Nostalgic VR Game: A Technology Acceptance Model Analysis
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- Wang, Qingfeng & Sun, Xu, 2016. "Investigating gameplay intention of the elderly using an Extended Technology Acceptance Model (ETAM)," Technological Forecasting and Social Change, Elsevier, vol. 107(C), pages 59-68.
- Zhao, Zhenzhen & Renard, Damien, 2018. "Viral Promotional Advergames: How Intrinsic Playfulness and the Extrinsic Value of Prizes Elicit Behavioral Responses," Journal of Interactive Marketing, Elsevier, vol. 41(C), pages 94-103.
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Keywords
older adults; sustainable living; nostalgic; VR game;All these keywords.
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