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  • Are serious games too serious? Diffusion of wearable technologies and the creation of a diffusion of serious games model
Subject
  • Innovation
  • Human–computer interaction
  • Product development
  • Ubiquitous computing
  • Ambient intelligence
  • Internet of things
  • Product management
  • Technological change
  • Charities based in Canada
  • Organizations established in 1928
  • Political and economic think tanks based in Canada
  • Innovators
  • Cultural trends
  • Wearable devices
  • Non-profit organizations based in Toronto
  • Fashion accessories
  • Wearable computers
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