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An adoption framework for mobile augmented reality games: The case of Pokémon Go

2017/07/24 by Philipp A. Rauschnabel, Alexander Rossmann, M. Claudia tom Dieck · 1 citation
Computer Science · Decision Sciences · Psychology · Social Sciences · #Advertising #Augmented reality #Business #Computer science #Continuance #Digital Marketing and Social Media #Gratification #Human–computer interaction #Internet privacy #Mobile apps #Mobile device #Psychology #Social psychology #Technology Adoption and User Behaviour #Virtual Reality Applications and Impacts #World Wide Web

paper · doi:10.1016/j.chb.2017.07.030

openalex publication_date 2017/07/24 · crossref created 2017/07/24 · crossref issued 2017/11/01 · crossref published 2017/11/01 · crossref published-print 2017/11/01 · openalex created_date 2025/10/10 · crossref deposited 2025/10/10 · crossref indexed 2026/07/24 · openalex updated_date 2026/08/01

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