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How to attract Chinese online game users
16 references·9 citing·23 second hop
How to attract Chinese online game users (2012)How to attract Chinese online game usersTrust and TAM in Online Shopping: An Integrated Model1 (2003)Trust and TAM in Online Shopp…The DeLone and McLean Model of Information Systems Success: A Ten-Year Update (2003)The DeLone and McLean Model o…Determinants of Perceived Ease of Use: Integrating Control, Intrinsic Motivation, and Emotion into the Technology Acceptance Model (2000)Determinants of Perceived Eas…A Theoretical Extension of the Technology Acceptance Model: Four Longitudinal Field Studies (2000)A Theoretical Extension of th…Marketing in Hypermedia Computer-Mediated Environments: Conceptual Foundations (1996)Marketing in Hypermedia Compu…Understanding Information Technology Usage: A Test of Competing Models (1995)Understanding Information Tec…Information Systems Success: The Quest for the Dependent Variable (1992)Information Systems Success: …Extrinsic and Intrinsic Motivation to Use Computers in the Workplace 1 (1992)Extrinsic and Intrinsic Motiv…The theory of planned behavior (1991)The theory of planned behaviorStructural Equations with Latent Variables. (1991)Structural Equations with Lat…Perceived Usefulness, Perceived Ease of Use, and User Acceptance of Information Technology (1989)Perceived Usefulness, Perceiv…Structural equation modeling in practice: A review and recommended two-step approach. (1988)Structural equation modeling …On the Evaluation of Structural Equation Models (1988)On the Evaluation of Structur…From Intentions to Actions: A Theory of Planned Behavior (1985)From Intentions to Actions: A…Understanding Attitudes and Predicting Social Behavior (1980)Understanding Attitudes and P…Belief, Attitude, Intention and Behavior: An Introduction to Theory and Research (1975)Belief, Attitude, Intention a…Serious Game Applications for Driver Training: An Extended Technology Acceptance Model (TAM) with Flow Theory (2025)Serious Game Applications for…Role of age, gender and cultural factors as moderator on technology acceptance of online entertainment (2024)Role of age, gender and cultu…Pay-per-click (PPC) advertising and continuous banking service intentions (2024)Pay-per-click (PPC) advertisi…The Use of Instagram Stories at the Age of COVID-19 Pandemic (2021)The Use of Instagram Stories …EXPLORING CONSUMERS' ACCEPTANCE OF E-MARKETPLACE USING TAM AND FLOW THEORY (2020)EXPLORING CONSUMERS' ACCEPTAN…Examining the Acceptance of Virtual Assistant - Vanika for University Students (2019)Examining the Acceptance of V…An Investigation of the Adoption of Online Game Technologies in Indonesia (2017)An Investigation of the Adopt…Acceptance of the virtual item auctioning system in online games: The role of intrinsic motivation, extrinsic motivation, and trust (2016)Acceptance of the virtual ite…Does value matters in playing online game? An empirical study among massively multiplayer online role-playing games (MMORPGs) (2014)Does value matters in playing…Self-efficacy: Toward a unifying theory of behavioral change. (1977)Self-efficacy: Toward a unifying theory of behavioral change. (1977)Efficacy of the Theory of Planned Behaviour: A meta‐analytic review (2001)The balanced scorecard: Translating strategy into action (1997)Design science in information systems research (2004)Design Science in Information Systems Research1 (2004)Technology Acceptance Model 3 and a Research Agenda on Interventions (2008)Self-efficacy mechanism in human agency. (1982)User Acceptance of Computer Technology: A Comparison of Two Theoretical Models (1989)User Acceptance of Information Technology: Toward A Unified View1 (2003)A new criterion for assessing discriminant validity in variance-based structural equation modeling (2014)Coefficient Alpha and the Internal Structure of Tests (1951)Consumer Acceptance and Use of Information Technology: Extending the Unified Theory of Acceptance and Use of Technology1 (2012)Construct validity in psychological tests. (1955)Review of Psychometric theory (2nd ed.). (1979)Significance tests and goodness of fit in the analysis of covariance structures. (1980)The Commitment-Trust Theory of Relationship Marketing (1994)PLS-SEM: Indeed a Silver Bullet (2011)Evaluating Structural Equation Models with Unobservable Variables and Measurement Error (1981)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)Common method biases in behavioral research: A critical review of the literature and recommended remedies. (2003)lavaan : An R Package for Structural Equation Modeling (2012)
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References

  • 1991The theory of planned behavior90,729 cited
  • 1989Perceived Usefulness, Perceived Ease of Use, and User Acceptance of Information Technology68,271 cited
  • 1988Structural equation modeling in practice: A review and recommended two-step approach.41,858 cited
  • 1975Belief, Attitude, Intention and Behavior: An Introduction to Theory and Research36,736 cited
  • 1988On the Evaluation of Structural Equation Models26,139 cited
  • 1980Understanding Attitudes and Predicting Social Behavior25,805 cited
  • 2000A Theoretical Extension of the Technology Acceptance Model: Four Longitudinal Field Studies22,991 cited
  • 1985From Intentions to Actions: A Theory of Planned Behavior19,049 cited
  • 1991Structural Equations with Latent Variables.17,443 cited
  • 2003The DeLone and McLean Model of Information Systems Success: A Ten-Year Update11,772 cited
  • 1992Information Systems Success: The Quest for the Dependent Variable10,674 cited
  • 1995Understanding Information Technology Usage: A Test of Competing Models8,810 cited
  • 2003Trust and TAM in Online Shopping: An Integrated Model18,618 cited
  • 2000Determinants of Perceived Ease of Use: Integrating Control, Intrinsic Motivation, and Emotion into the Technology Acceptance Model6,658 cited

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1992
Extrinsic and Intrinsic Motivation to Use Computers in the Workplace 1
6,231 cited
  • 1996Marketing in Hypermedia Computer-Mediated Environments: Conceptual Foundations5,628 cited
  • Cited by

    • 2014Does value matters in playing online game? An empirical study among massively multiplayer online role-playing games (MMORPGs)152 cited
    • 2016Acceptance of the virtual item auctioning system in online games: The role of intrinsic motivation, extrinsic motivation, and trust18 cited
    • 2017An Investigation of the Adoption of Online Game Technologies in Indonesia14 cited
    • 2020EXPLORING CONSUMERS' ACCEPTANCE OF E-MARKETPLACE USING TAM AND FLOW THEORY13 cited
    • 2021The Use of Instagram Stories at the Age of COVID-19 Pandemic12 cited
    • 2024Role of age, gender and cultural factors as moderator on technology acceptance of online entertainment11 cited
    • 2019Examining the Acceptance of Virtual Assistant - Vanika for University Students10 cited
    • 2025Serious Game Applications for Driver Training: An Extended Technology Acceptance Model (TAM) with Flow Theory8 cited
    • 2024Pay-per-click (PPC) advertising and continuous banking service intentions8 cited