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Understanding the behavioural intention to play online games
16 references·16 citing·29 second hopsampled
Understanding the behavioural intention to play online games (2009)Understanding the behavioural intention t…GameFlow (2005)GameFlowWhy do people play on-line games? An extended TAM with social influences and flow experience (2003)Why do people play on-line ga…Factors influencing the usage of websites: the case of a generic portal in The Netherlands (2003)Factors influencing the usage…Toward A Hierarchical Model of Intrinsic and Extrinsic Motivation (1997)Toward A Hierarchical Model o…Understanding Information Technology Usage: A Test of Competing Models (1995)Understanding Information Tec…Assessing IT Usage: The Role of Prior Experience (1995)Assessing IT Usage: The Role …Lisrel 8: Structural Equation Modeling With the Simplis Command Language (1993)Lisrel 8: Structural Equation…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 behaviorUser Acceptance of Computer Technology: A Comparison of Two Theoretical Models (1989)User Acceptance of Computer T…Optimal experience in work and leisure. (1989)Optimal experience in work an…Structural equation modeling in practice: A review and recommended two-step approach. (1988)Structural equation modeling …From Intentions to Actions: A Theory of Planned Behavior (1985)From Intentions to Actions: A…Evaluating Structural Equation Models with Unobservable Variables and Measurement Error (1981)Evaluating Structural Equatio…Marketing Research: Methodological Foundations (1977)Marketing Research: Methodolo…Beyond boredom and anxiety (1975)Beyond boredom and anxietyDeterminants of College Students’ Actual Use of AI-Based Systems: An Extension of the Technology Acceptance Model (2023)Determinants of College Stude…Who captures whom – Pokémon or tourists? A perspective of the Stimulus-Organism-Response model (2021)Who captures whom – Pokémon o…What influences the purchase of virtual gifts in live streaming in China? A cultural context‐sensitive model (2021)What influences the purchase …Reward crowdfunding contribution as planned behaviour: An extended framework (2019)Reward crowdfunding contribut…Factors that influence individuals’ intentions to purchase family takaful mediating role of perceived trust (2019)Factors that influence indivi…"Why pay premium in freemium services?" A study on perceived value, continued use and purchase intentions in free-to-play games (2019)"Why pay premium in freemium …Social influence in technology adoption: taking stock and moving forward (2018)Social influence in technolog…Why do people play games? A meta-analysis (2017)Why do people play games? A m…An Extended Technology Acceptance Model for Mobile Social Gaming Service Popularity Analysis (2017)An Extended Technology Accept…Extending the theory of planned behavior (TPB) to explain online game playing among Malaysian undergraduate students (2016)Extending the theory of plann…Promoting sales of online games through customer engagement (2015)Promoting sales of online gam…Making the most of information technology & systems usage: A literature review, framework and future research agenda (2015)Making the most of informatio…Consumption experience outcomes: satisfaction, nostalgia intensity, word-of-mouth communication and behavioural intentions (2014)Consumption experience outcom…Modeling the stimulators of the behavioral intention to use mobile entertainment: Does gender really matter? (2013)Modeling the stimulators of t…Evaluating multiple aspects of a digital educational problem-solving-based adventure game (2013)Evaluating multiple aspects o…Understanding factors affecting consumer intention to shop in a virtual world (2012)Understanding factors affecti…Belief, Attitude, Intention and Behavior: An Introduction to Theory and Research (1975)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)Perceived Usefulness, Perceived Ease of Use, and User Acceptance of Information Technology (1989)A Theoretical Extension of the Technology Acceptance Model: Four Longitudinal Field Studies (2000)User Acceptance of Information Technology: Toward A Unified View1 (2003)Understanding Attitudes and Predicting Social Behavior (1980)Self-efficacy mechanism in human agency. (1982)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)A new criterion for assessing discriminant validity in variance-based structural equation modeling (2014)Subjective Well-Being (1984)The "What" and "Why" of Goal Pursuits: Human Needs and the Self-Determination of Behavior (2000)Handbook of Positive Psychology (2001)Power analysis and determination of sample size for covariance structure modeling. (1996)Fit indices in covariance structure modeling: Sensitivity to underparameterized model misspecification. (1998)Evaluating the Fit of Structural Equation Models: Tests of Significance and Descriptive Goodness-of-Fit Measures (2003)The DeLone and McLean Model of Information Systems Success: A Ten-Year Update (2003)Beyond Accuracy: What Data Quality Means to Data Consumers (1996)The Impact of Technostress on Role Stress and Productivity (2007)Evaluation of Structural Equation Models Using the Partial Least Squares (PLS) Approach (2009)On the Evaluation of Structural Equation Models (1988)When to use and how to report the results of PLS-SEM (2018)
this work references cited by second hop· second hop is a sample of the most-cited connections

References

  • 1981Evaluating Structural Equation Models with Unobservable Variables and Measurement Error108,884 cited
  • 1991The theory of planned behavior90,729 cited
  • 1988Structural equation modeling in practice: A review and recommended two-step approach.41,858 cited
  • 1989User Acceptance of Computer Technology: A Comparison of Two Theoretical Models25,696 cited
  • 1985From Intentions to Actions: A Theory of Planned Behavior19,049 cited
  • 1995Understanding Information Technology Usage: A Test of Competing Models8,810 cited
  • 1993Lisrel 8: Structural Equation Modeling With the Simplis Command Language7,691 cited
  • 1992Extrinsic and Intrinsic Motivation to Use Computers in the Workplace 16,231 cited
  • 1975Beyond boredom and anxiety5,708 cited
  • 1977Marketing Research: Methodological Foundations4,351 cited
  • 1997Toward A Hierarchical Model of Intrinsic and Extrinsic Motivation3,197 cited
  • 1995Assessing IT Usage: The Role of Prior Experience2,887 cited
  • 2005GameFlow2,122 cited
  • 2003Why do people play on-line games? An extended TAM with social influences and flow experience2,006 cited
  • 1989Optimal experience in work and leisure.1,942 cited

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  • 2003Factors influencing the usage of websites: the case of a generic portal in The Netherlands1,425 cited
  • Cited by

    • 2017Why do people play games? A meta-analysis359 cited
    • 2019Reward crowdfunding contribution as planned behaviour: An extended framework239 cited
    • 2015Promoting sales of online games through customer engagement220 cited
    • 2019"Why pay premium in freemium services?" A study on perceived value, continued use and purchase intentions in free-to-play games213 cited
    • 2018Social influence in technology adoption: taking stock and moving forward184 cited
    • 2021What influences the purchase of virtual gifts in live streaming in China? A cultural context‐sensitive model167 cited
    • 2016Extending the theory of planned behavior (TPB) to explain online game playing among Malaysian undergraduate students161 cited
    • 2012Understanding factors affecting consumer intention to shop in a virtual world160 cited
    • 2013Modeling the stimulators of the behavioral intention to use mobile entertainment: Does gender really matter?159 cited
    • 2023Determinants of College Students’ Actual Use of AI-Based Systems: An Extension of the Technology Acceptance Model156 cited
    • 2014Consumption experience outcomes: satisfaction, nostalgia intensity, word-of-mouth communication and behavioural intentions145 cited
    • 2019Factors that influence individuals’ intentions to purchase family takaful mediating role of perceived trust134 cited
    • 2013Evaluating multiple aspects of a digital educational problem-solving-based adventure game133 cited
    • 2015Making the most of information technology & systems usage: A literature review, framework and future research agenda124 cited
    • 2021Who captures whom – Pokémon or tourists? A perspective of the Stimulus-Organism-Response model124 cited
    • 2017An Extended Technology Acceptance Model for Mobile Social Gaming Service Popularity Analysis102 cited