Title | ||
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Are serious games too serious? Diffusion of wearable technologies and the creation of a diffusion of serious games model |
Abstract | ||
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•Developers and manufacturers of wearables should make their devices more relevant, more reliable and easier to use.•129 interviews to find requirements and validate first prototype of the game.•Results are positive from a formal technology acceptance point of view showing relevance and usefulness.•Game can in fact be an obstruction. Moreover, the artefact should not be patronizing and age differences can also pose problems, hence the title not to make the serious game too serious.•Habit should be studied as a potential dependent variable for intention to use. |
Year | DOI | Venue |
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2021 | 10.1016/j.ijinfomgt.2020.102202 | International Journal of Information Management |
Keywords | DocType | Volume |
Wearables,Adoption of IT,Diffusion,Serious gaming,Mobile health | Journal | 58 |
ISSN | Citations | PageRank |
0268-4012 | 1 | 0.35 |
References | Authors | |
7 | 5 |
Name | Order | Citations | PageRank |
---|---|---|---|
Ton A. M. Spil | 1 | 83 | 17.10 |
Vincent Romijnders | 2 | 1 | 0.35 |
David Sundaram | 3 | 48 | 28.20 |
Nilmini Wickramasinghe | 4 | 1 | 0.35 |
Björn Kijl | 5 | 1 | 0.35 |