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Why do people play mobile social games? An examination of network externalities and of uses and gratifications
16 references·16 citing·33 second hopsampled
Why do people play mobile social games? An examination of network externalities and of uses and gratifications (2014)Why do people play mobile social games? A…The Motivation to Work (2017)The Motivation to WorkWhy people use social networking sites: An empirical study integrating network externalities and motivation theory (2011)Why people use social network…Grown Up Digital: How the Net Generation is Changing Your World HC (2008)Grown Up Digital: How the Net…Motivations for Play in Online Games (2006)Motivations for Play in Onlin…User Acceptance of Hedonic Information Systems1 (2004)User Acceptance of Hedonic In…A Partial Least Squares Latent Variable Modeling Approach for Measuring Interaction Effects: Results from a Monte Carlo Simulation Study and an Electronic-Mail Emotion/Adoption Study (2003)A Partial Least Squares Laten…The Uses-and-Gratifications Perspective of Media Effects (2002)The Uses-and-Gratifications P…Extending the TAM for a World-Wide-Web context (2001)Extending the TAM for a World…Time Flies When You’re Having Fun: Cognitive Absorption and Beliefs About Information Technology Usage1 (2000)Time Flies When You’re Having…Factors Influencing the Adoption of Internet Banking (2000)Factors Influencing the Adopt…A Theoretical Extension of the Technology Acceptance Model: Four Longitudinal Field Studies (2000)A Theoretical Extension of th…The economics of networks (1996)The economics of networksOn the Evaluation of Structural Equation Models (1988)On the Evaluation of Structur…Network externalities, competition, and compatibility (1985)Network externalities, compet…Evaluating Structural Equation Models with Unobservable Variables and Measurement Error (1981)Evaluating Structural Equatio…Utilization of mass communication by the individual (1974)Utilization of mass communica…Why Are People Loyal to Live Stream Channels? The Perspectives of Uses and Gratifications and Media Richness Theories (2020)Why Are People Loyal to Live …Motivations to Use Different Social Media Types and Their Impact on Consumers’ Online Brand-Related Activities (COBRAs) (2020)Motivations to Use Different …Factors influencing people’s continuous watching intention and consumption intention in live streaming (2019)Factors influencing people’s …A systematic literature review and analysis on mobile apps in m-commerce: Implications for future research (2019)A systematic literature revie…Uses and Gratifications of Pokémon Go: Why do People Play Mobile Location-Based Augmented Reality Games? (2018)Uses and Gratifications of Po…The effects of gamified customer benefits and characteristics on behavioral engagement and purchase: Evidence from mobile exercise application uses (2018)The effects of gamified custo…Loyalty towards online games, gaming addiction, and purchase intention towards online mobile in-game features (2018)Loyalty towards online games,…Depression and social anxiety in relation to problematic smartphone use (2018)Depression and social anxiety…Why do people play games? A meta-analysis (2017)Why do people play games? A m…What Is eSports and Why Do People Watch It? (2017)What Is eSports and Why Do Pe…Understanding impulse purchase in Facebook commerce: does Big Five matter? (2017)Understanding impulse purchas…An Extended Technology Acceptance Model for Mobile Social Gaming Service Popularity Analysis (2017)An Extended Technology Accept…What drives in-app purchase intention for mobile games? An examination of perceived values and loyalty (2016)What drives in-app purchase i…Excessive Dependence on Mobile Social Apps: A Rational Addiction Perspective (2016)Excessive Dependence on Mobil…Predicting mobile social network acceptance based on mobile value and social influence (2015)Predicting mobile social netw…Are you addicted to Candy Crush Saga? An exploratory study linking psychological factors to mobile social game addiction (2015)Are you addicted to Candy Cru…Perceived Usefulness, Perceived Ease of Use, and User Acceptance of Information Technology (1989)Self-Efficacy: The Exercise of Control (1999)Trust and TAM in Online Shopping: An Integrated Model1 (2003)Technology Acceptance Model 3 and a Research Agenda on Interventions (2008)Consumer Acceptance and Use of Information Technology: Extending the Unified Theory of Acceptance and Use of Technology1 (2012)Internet Addiction: The Emergence of a New Clinical Disorder (1998)The Motivational Pull of Video Games: A Self-Determination Theory Approach (2006)A conceptual and methodological critique of internet addiction research: Towards a model of compensatory internet use (2013)Integrating psychological and neurobiological considerations regarding the development and maintenance of specific Internet-use disorders: An Interaction of Person-Affect-Cognition-Execution (I-PACE) model (2016)Structural equation modeling in practice: A review and recommended two-step approach. (1988)Structural Equations with Latent Variables (1989)How to Write Up and Report PLS Analyses (2009)Using PLS Path Modeling for Assessing Hierarchical Construct Models: Guidelines and Empirical Illustration1 (2009)Partial Least Squares Structural Equation Modeling (PLS-SEM) Using R (2021)Belief, Attitude, Intention and Behavior: An Introduction to Theory and Research (1975)Intrinsic Motivation and Self-Determination in Human Behavior (1985)Consumer Acceptance of Electronic Commerce: Integrating Trust and Risk with the Technology Acceptance Model (2003)User Acceptance of Computer Technology: A Comparison of Two Theoretical Models (1989)Does Gamification Work? -- A Literature Review of Empirical Studies on Gamification (2014)The theory of planned behavior (1991)User Acceptance of Information Technology: Toward A Unified View1 (2003)Significance tests and goodness of fit in the analysis of covariance structures. (1980)A new criterion for assessing discriminant validity in variance-based structural equation modeling (2014)When to use and how to report the results of PLS-SEM (2018)Competing Technologies, Increasing Returns, and Lock-In by Historical Events (1989)A Simple Model of Herd Behavior (1992)Dynamic capabilities and strategic management (1997)Workplace spirituality and employee work attitudes (2003)Positive Psychology in Clinical Practice (2004)Media, Tasks, and Communication Processes: A Theory of Media Synchronicity1 (2008)PSYCHOLOGICAL, EMPOWERMENT IN THE WORKPLACE: DIMENSIONS, MEASUREMENT AND VALIDATION. (1995)An assessment of the use of partial least squares structural equation modeling in marketing research (2011)PLS-SEM: Indeed a Silver Bullet (2011)
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References

  • 1981Evaluating Structural Equation Models with Unobservable Variables and Measurement Error108,884 cited
  • 1988On the Evaluation of Structural Equation Models26,139 cited
  • 2000A Theoretical Extension of the Technology Acceptance Model: Four Longitudinal Field Studies22,991 cited
  • 2003A Partial Least Squares Latent Variable Modeling Approach for Measuring Interaction Effects: Results from a Monte Carlo Simulation Study and an Electronic-Mail Emotion/Adoption Study6,477 cited
  • 1985Network externalities, competition, and compatibility6,093 cited
  • 2017The Motivation to Work5,564 cited
  • 2000Time Flies When You’re Having Fun: Cognitive Absorption and Beliefs About Information Technology Usage14,725 cited
  • 2004User Acceptance of Hedonic Information Systems13,849 cited
  • 2001Extending the TAM for a World-Wide-Web context3,801 cited
  • 2006Motivations for Play in Online Games2,933 cited
  • 1974Utilization of mass communication by the individual1,775 cited
  • 2000Factors Influencing the Adoption of Internet Banking1,712 cited
  • 2011Why people use social networking sites: An empirical study integrating network externalities and motivation theory1,609 cited
  • 1996The economics of networks1,582 cited
  • 2008

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Grown Up Digital: How the Net Generation is Changing Your World HC
885 cited
  • 2002The Uses-and-Gratifications Perspective of Media Effects882 cited
  • Cited by

    • 2017What Is eSports and Why Do People Watch It?1,034 cited
    • 2019Factors influencing people’s continuous watching intention and consumption intention in live streaming365 cited
    • 2017Why do people play games? A meta-analysis359 cited
    • 2016What drives in-app purchase intention for mobile games? An examination of perceived values and loyalty326 cited
    • 2015Predicting mobile social network acceptance based on mobile value and social influence218 cited
    • 2020Motivations to Use Different Social Media Types and Their Impact on Consumers’ Online Brand-Related Activities (COBRAs)216 cited
    • 2018Depression and social anxiety in relation to problematic smartphone use215 cited
    • 2018Uses and Gratifications of Pokémon Go: Why do People Play Mobile Location-Based Augmented Reality Games?207 cited
    • 2018Loyalty towards online games, gaming addiction, and purchase intention towards online mobile in-game features180 cited
    • 2018The effects of gamified customer benefits and characteristics on behavioral engagement and purchase: Evidence from mobile exercise application uses161 cited
    • 2016Excessive Dependence on Mobile Social Apps: A Rational Addiction Perspective156 cited
    • 2015Are you addicted to Candy Crush Saga? An exploratory study linking psychological factors to mobile social game addiction153 cited
    • 2019A systematic literature review and analysis on mobile apps in m-commerce: Implications for future research131 cited
    • 2017Understanding impulse purchase in Facebook commerce: does Big Five matter?124 cited
    • 2020Why Are People Loyal to Live Stream Channels? The Perspectives of Uses and Gratifications and Media Richness Theories111 cited
    • 2017An Extended Technology Acceptance Model for Mobile Social Gaming Service Popularity Analysis102 cited