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PLEASE STAY WITH ME! AN EMPIRICAL INVESTIGATION ON HEDONIC IS CONTINUANCE MODEL FOR SOCIAL NETWORK GAMES
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PLEASE STAY WITH ME! AN EMPIRICAL INVESTIGATION ON HEDONIC IS CONTINUANCE MODEL FOR SOCIAL NETWORK GAMES (2013)PLEASE STAY WITH ME! AN EMPIRICAL INVESTI…Reality is broken: why games make us better and how they can change the world (2012)Reality is broken: why games …Consumer Acceptance and Use of Information Technology: Extending the Unified Theory of Acceptance and Use of Technology1 (2012)Consumer Acceptance and Use o…Motivations for Play in Online Games (2006)Motivations for Play in Onlin…User Acceptance of Hedonic Information Systems1 (2004)User Acceptance of Hedonic In…User Acceptance of Information Technology: Toward A Unified View1 (2003)User Acceptance of Informatio…Understanding Information Systems Continuance: An Expectation-Confirmation Model1 (2001)Understanding Information Sys…The "What" and "Why" of Goal Pursuits: Human Needs and the Self-Determination of Behavior (2000)The "What" and "Why" of Goal …Intrinsic and Extrinsic Motivations: Classic Definitions and New Directions (2000)Intrinsic and Extrinsic Motiv…Task-Technology Fit and Individual Performance (1995)Task-Technology Fit and Indiv…Development of an Instrument to Measure the Perceptions of Adopting an Information Technology Innovation (1991)Development of an Instrument …Perceived Usefulness, Perceived Ease of Use, and User Acceptance of Information Technology (1989)Perceived Usefulness, Perceiv…Social anxiety and self-presentation: A conceptualization model. (1982)Social anxiety and self-prese…Hedonic Consumption: Emerging Concepts, Methods and Propositions (1982)Hedonic Consumption: Emerging…Utilization of mass communication by the individual (1974)Utilization of mass communica…Uses and Gratifications Research (1973)Uses and Gratifications Resea…The Presentation of Self in Everyday Life. (1956)The Presentation of Self in E…User Continuance in Playing Mobile Online Games Analyzed by Using UTAUT and Game Design (2019)User Continuance in Playing M…Belief, Attitude, Intention and Behavior: An Introduction to Theory and Research (1975)User Acceptance of Computer Technology: A Comparison of Two Theoretical Models (1989)The DeLone and McLean Model of Information Systems Success: A Ten-Year Update (2003)Trust and TAM in Online Shopping: An Integrated Model1 (2003)Self-efficacy mechanism in human agency. (1982)A new criterion for assessing discriminant validity in variance-based structural equation modeling (2014)PSYCHOLOGICAL CONDITIONS OF PERSONAL ENGAGEMENT AND DISENGAGEMENT AT WORK. (1990)Framing Processes and Social Movements: An Overview and Assessment (2000)Users of the world, unite! The challenges and opportunities of Social Media (2009)Being and Nothingness (2022)The theory of planned behavior (1991)Older Adults' Reasons for Using Technology while Aging in Place (2015)Diffusion of Innovations 1 (2019)A Coefficient of Agreement for Nominal Scales (1960)Understanding Information Technology Usage: A Test of Competing Models (1995)Evaluating Structural Equation Models with Unobservable Variables and Measurement Error (1981)Common Method Variance in IS Research: A Comparison of Alternative Approaches and a Reanalysis of Past Research (2006)Technology Acceptance Model 3 and a Research Agenda on Interventions (2008)Self-efficacy: Toward a unifying theory of behavioral change. (1977)Self-Efficacy: The Exercise of Control (1999)Self-determination theory and the facilitation of intrinsic motivation, social development, and well-being. (2000)On Happiness and Human Potentials: A Review of Research on Hedonic and Eudaimonic Well-Being (2001)Self‐determination theory and work motivation (2005)Intrinsic and extrinsic motivation from a self-determination theory perspective: Definitions, theory, practices, and future directions (2020)Intrinsic Motivation and Self-Determination in Human Behavior (1985)Social Foundations of Thought and Action : A Social Cognitive Theory (1985)Intrinsic Motivation and Self-Determination in Human Behavior (1988)Motivational Beliefs, Values, and Goals (2002)A Theoretical Extension of the Technology Acceptance Model: Four Longitudinal Field Studies (2000)Why Don’t Men Ever Stop to Ask for Directions? Gender, Social Influence, and Their Role in Technology Acceptance and Usage Behavior1 (2000)Unified Theory of Acceptance and Use of Technology: A Synthesis and the Road Ahead (2016)Re-examining the Unified Theory of Acceptance and Use of Technology (UTAUT): Towards a Revised Theoretical Model (2017)The Standard Edition of the Complete Psychological Works of Sigmund Freud (1953)An Information Processing Theory of Consumer Choice (1979)Work and/or Fun: Measuring Hedonic and Utilitarian Shopping Value (1994)The Chain of Effects from Brand Trust and Brand Affect to Brand Performance: The Role of Brand Loyalty (2001)Understanding Customer Experience Throughout the Customer Journey (2016)Advances in Consumer Research (2025)
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References

  • 1989Perceived Usefulness, Perceived Ease of Use, and User Acceptance of Information Technology68,271 cited
  • 2003User Acceptance of Information Technology: Toward A Unified View144,945 cited
  • 2000The "What" and "Why" of Goal Pursuits: Human Needs and the Self-Determination of Behavior34,111 cited
  • 1956The Presentation of Self in Everyday Life.25,991 cited
  • 2000Intrinsic and Extrinsic Motivations: Classic Definitions and New Directions18,652 cited
  • 2012Consumer Acceptance and Use of Information Technology: Extending the Unified Theory of Acceptance and Use of Technology115,720 cited
  • 1991Development of an Instrument to Measure the Perceptions of Adopting an Information Technology Innovation9,145 cited
  • 2001Understanding Information Systems Continuance: An Expectation-Confirmation Model18,741 cited
  • 1995Task-Technology Fit and Individual Performance5,991 cited
  • 1982Hedonic Consumption: Emerging Concepts, Methods and Propositions5,610 cited
  • 1973Uses and Gratifications Research4,002 cited
  • 2004User Acceptance of Hedonic Information Systems13,849 cited
  • 2006Motivations for Play in Online Games2,933 cited
  • 2012Reality is broken: why games make us better and how they can change the world2,923 cited

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1974
Utilization of mass communication by the individual
1,775 cited
  • 1982Social anxiety and self-presentation: A conceptualization model.1,572 cited
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    • 2019User Continuance in Playing Mobile Online Games Analyzed by Using UTAUT and Game Design7 cited