Keyphrases
Irrational Decisions
46%
Rational Decision
46%
Purchase Probability
46%
Robot Gestures
23%
Fear Appeals
23%
Virtual Characters
23%
Occupational Roles
23%
Robot Gender
23%
User Acceptance
23%
Framing Effect
23%
Virtual Face
23%
Sword
23%
Self-modeling
23%
Stereoscopic Presentation
23%
Psychological Immersion
23%
Sense of Being
23%
Reciprocation
23%
Payback Effect
23%
Computer Anxiety
23%
Reciprocal Norms
23%
Gender Preference
23%
Internet Training
23%
Video Game Effects
23%
Aging Anxiety
23%
First-person Shooter
23%
Low-income Minorities
23%
Senior Centers
23%
Nonverbal Sensitivity
23%
Security Robot
23%
Nanyang Technological University
23%
Esports
23%
Advertisement Effect
23%
Long-term Care Facilities
23%
Game Dynamics
23%
Cognitive Dissonance
23%
Elderly Participants
23%
Video Game Playing
23%
Intergenerational Perceptions
23%
Intention to Purchase
23%
Let's Play
23%
Virtual Reality System
23%
User Habits
23%
Language Attainment
23%
Enhanced Recovery
23%
Role Language
23%
Video Game Use
23%
Addictive Tendencies
23%
Arm Movement
23%
Post-stroke Patients
23%
Apologizing
23%
Psychology
Psychology
100%
Mediation Analysis
69%
Human Computer Interaction
57%
Stroke Rehabilitation
46%
Rehabilitation Program
46%
Violent Video Game
46%
Theory of Planned Behavior
38%
Stroke Patient
34%
Virtual Self
23%
Social Norms
23%
Self-Report
23%
Exergames
23%
Computer Game
23%
Impression Management
23%
Proteus Effect
23%
Digital Divide
23%
Social Behavior
23%
Collectivistic Culture
23%
Empathy
23%
Fixation Duration
23%
Longitudinal Study
23%
Social Actor
23%
Instagram
23%
Television Viewing
23%
Ego
23%
Social Identity Theory
23%
Hostility
23%
Mood
23%
Educational Game
23%
Loneliness
23%
Familiarity
23%
Self-Efficacy
19%
Interactivity
17%
Artificial Intelligence
11%
Hierarchical Regression
11%
Neurobiology
11%
Regression Analysis
11%
Human Decision
11%
Immigrant
11%
Practitioners
11%
Perceived Social Support
11%
Stereotyping
11%
Social Interaction
7%
College Students
7%
Multivariate Analysis
5%
Analysis of Covariance
5%
Gaming
5%
Dependent Variable
5%
Self-Presentation
5%
Narrative
5%