ChapterTechnology, Gaming, and Social NetworkingNeil H. Charness2015Technology, Gaming, and Social NetworkingNeil H. Charness, Walter R. Boot2015-10-02chapterElsevier eBooks189 citationsclosedNo readable copy stored yet — this record is metadata only.Technology Use by Older AdultsTechnology Adoption and User BehaviourAging and Gerontology ResearchAbstractNo abstract was published for this record.Citations in this libraryStored only when both papers are in the corpus — 189 citations exist upstream.References1989Perceived Usefulness, Perceived Ease of Use, and User Acceptance of Information Technology2003User Acceptance of Information Technology: Toward A Unified View11999Taking time seriously: A theory of socioemotional selectivity.1990Psychological perspectives on successful aging: The model of selective optimization with compensation1984Diffusion of innovations2013Social isolation, loneliness, and all-cause mortality in older men and women2006Factors predicting the use of technology: Findings from the center for research and education on aging and technology enhancement (create).1978Handbook of the Psychology of AgingCited by2024The mental health implications of artificial intelligence adoption: the crucial role of self-efficacy2020Mobile money as a financial inclusion instrument: what are the determinants?2023Effects of behavioural intention on usage behaviour of digital wallet: the mediating role of perceived risk and moderating role of perceived service quality and perceived trust2023A Comprehensive Evaluation of Factors Influencing Acceptance of Robotic Assistants in Field Construction Work2025“Artificial Intelligence - Carrying us into the Future”: A Study of Older Adults’ Perceptions of LLM-Based Chatbots2022Understanding older adults’ attitudes toward mobile and wearable technologies to support health and cognition2023Blockchain adoption in logistics companies in Ho Chi Minh City, Vietnam2022Using Online Grocery Applications during the COVID-19 Pandemic: Their Relationship with Open Innovation