id author title date pages extension mime words sentences flesch summary cache txt cord-258316-uiusqr59 Spil, Ton A.M. Are serious games too serious? Diffusion of wearable technologies and the creation of a diffusion of serious games model 2020-08-18 .txt text/plain 7512 401 53 A key theoretical contribution of this research is the identification of habit as a potential dependent variable for the intention to use wearables and the development of a diffusion model for serious games. We question the actual adoption and effectiveness of wearables and serious games -the principle of revealing and challenge prevailing beliefs and social practices -by making use of the IT adoption model as discussed in the previous section based on insights from innovation and adoption researchers like Davis, Bagozzi, and Warshaw (1989) , DeLone and McLean (1993) , Rogers (1983) and Venkatesh et al. We study how the adoption of serious wearable games can be improved -the principle of taking a value position -in order to help improve health on both an individual and societal level -the principles of individual emancipation and improvements in society -and try to improve diffusion models for serious games by identifying habit as a potential dependent variable for the intention to use wearables -the principle of improvements in social theories. ./cache/cord-258316-uiusqr59.txt ./txt/cord-258316-uiusqr59.txt