If the OP is still following this thread, let me make a general comment: It's more difficult than most people would think to get a truly convincing simulation of any particular "look", including the film look illustrated in the example given.
The reason is because for a good simulation, one has to get many aspects of the image right. The previous posts suggested changes to the color (using gradient maps, lookup tables and PS's photo filters), as well as trying to simulate film grain using a simple add-noise-then-blur technique.
In addition to these changes, one also needs to realize that the tonality of a film capture of an image is vastly different from that of a digital capture -- digital images typically have very sharp cutoffs as one approaches both pure blacks and very bright areas, whereas film has much more gradual transitions into these areas. In addition, film typically shows halation effects (ie, spilling of light and dark areas into their surroundings even when the film has an anti-halation layer), and that has to be simulated, particularly in high contrast portraits and other images.
Other differences include the fact that film images almost never have the incredible sharpness and the comparative lack of veiling flare of digital images, particularly those taken with modern optics having very high modulation transfer functions at high spatial frequencies, as well as vastly superior anti-reflection coatings.
Also, let me point out that the example image has a cross-hatch texture that Is almost certainly from a matte (aka, "semi-gloss") texture on the print that was scanned.
So, to do a truly convincing simulation of this particular look, one would have to accurately simulate each of the effects listed above, plus other effects not mentioned (eg, different spectral responsivities, etc.). Once you get into this game, you will realize that people have expended an incredible amount of effort to simulate each one of these effects. Companies (eg, Alien Skin, VSCO) have been formed to develop plugins, actions and presets that do nothing except try to accurately simulate film grain and a variety of spectral responsivities. Other companies (eg, Richard Rosenman) have developed products to simulate the softness and halation properties of film, lens flare, etc. etc.
The quest for a realistic simulation of film has absorbed the lives of many photographers, and many pros have simply thrown up their hands, said "it's just too much work" (to get a good simulation), so, when they need a film look, they simply shoot with film using old equipment. Only you can decide how close you want to get and how much effort you want to put into this quest.
If you are interested, you realize that there is no "one-button-fix", and you know Photoshop fairly well and are willing to spend the time learn even more and do considerable experimentation, we'll be more than happy to guide you in this quest -- just let us know.
Cheers and the best of the holiday season to you and yours.
Tom M