A gamification approach for enhancing older adults' technology adoption and knowledge transfer: A case study in mobile payments technology

Author:

An SiyangORCID,Cheung Chi FaiORCID,Willoughby Kelvin W.ORCID

Publisher

Elsevier BV

Reference124 articles.

1. Early to adopt and early to discontinue: the impact of self-perceived and actual IT knowledge on technology use behaviors of end users;Aggarwal;Inf. Syst. Res.,2015

2. A roadmap of information and communication technology-oriented product-Service Systems for Older Adults in Hong Kong;An,2021

3. Video games and aggressive thoughts, feelings, and behavior in the laboratory and in life;Anderson;J. Pers. Soc. Psychol.,2000

4. Can multi-item measures and single-item measures be trusted to assess self-determination theory constructs in the elderly?;Angulo-Brunet;Psicothema,2020

5. Social Foundations of Thought and Action;Bandura,1986

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