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The effects of hedonic/utilitarian expectations and social influence on continuance intention to play online games
16 references·16 citing·28 second hopsampled
The effects of hedonic/utilitarian expectations and social influence on continuance intention to play online games (2014)The effects of hedonic/utilitarian expect…Technology Acceptance Model 3 and a Research Agenda on Interventions (2008)Technology Acceptance Model 3…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…Social Foundations of Thought and Action (2002)Social Foundations of Thought…The partial least squares approach for structural equation modeling. (1998)The partial least squares app…Understanding Information Technology Usage: A Test of Competing Models (1995)Understanding Information Tec…Computer Self-Efficacy: Development of a Measure and Initial Test (1995)Computer Self-Efficacy: Devel…Work and/or Fun: Measuring Hedonic and Utilitarian Shopping Value (1994)Work and/or Fun: Measuring He…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 behaviorFlow: the psychology of optimal experience (1990)Flow: the psychology of optim…The Experiential Aspects of Consumption: Consumer Fantasies, Feelings, and Fun (1982)The Experiential Aspects of C…Evaluating Structural Equation Models with Unobservable Variables and Measurement Error (1981)Evaluating Structural Equatio…Self-efficacy: Toward a unifying theory of behavioral change (1978)Self-efficacy: Toward a unify…Self-efficacy: Toward a unifying theory of behavioral change. (1977)Self-efficacy: Toward a unify…Beyond boredom and anxiety (1975)Beyond boredom and anxietyBelief, Attitude, Intention and Behavior: An Introduction to Theory and Research (1975)Belief, Attitude, Intention a…Understanding the factors of mobile payment continuance intention: empirical test in an African context (2021)Understanding the factors of …A new reality: Exploring continuance intention to use mobile augmented reality for entertainment purposes (2021)A new reality: Exploring cont…Exploring factors influencing students’ continuance intention to use the learning management system (LMS): a multi-perspective framework (2020)Exploring factors influencing…A meta-analysis of the quantitative studies in continuance intention to use an information system (2020)A meta-analysis of the quanti…An empirical examination of the effect of self-regulation and the Unified Theory of Acceptance and Use of Technology (UTAUT) factors on the online learning behavioural intention of college students (2019)An empirical examination of t…Understanding continuance usage of mobile shopping applications in India: the role of espoused cultural values and perceived risk (2018)Understanding continuance usa…Look to the future: Enhancing online gamer loyalty from the perspective of the theory of consumption values (2018)Look to the future: Enhancing…Knowledge sharing through enterprise social network (ESN) systems: motivational drivers and their impact on employees’ productivity (2018)Knowledge sharing through ent…Influence of Expectation Confirmation, Network Externalities, and Flow on Use of Mobile Shopping Apps (2018)Influence of Expectation Conf…How social media usage affects employees’ job satisfaction and turnover intention: An empirical study in China (2018)How social media usage affect…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…Extending the theory of planned behavior (TPB) to explain online game playing among Malaysian undergraduate students (2016)Extending the theory of plann…Social and individual antecedents of m-learning adoption in Iran (2015)Social and individual anteced…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)A Theoretical Extension of the Technology Acceptance Model: Four Longitudinal Field Studies (2000)The DeLone and McLean Model of Information Systems Success: A Ten-Year Update (2003)The Theory of Buyer Behavior (1971)Structure and Functions of Fantasy (1974)An Information Processing Theory of Consumer Choice (1979)Consumer perceived value: The development of a multiple item scale (2001)The Chain of Effects from Brand Trust and Brand Affect to Brand Performance: The Role of Brand Loyalty (2001)Consumer Acceptance and Use of Information Technology: Extending the Unified Theory of Acceptance and Use of Technology1 (2012)Coefficient Alpha and the Internal Structure of Tests (1951)Generalized expectancies for internal versus external control of reinforcement. (1966)Social Learning Theory. (1978)Self-efficacy mechanism in human agency. (1982)The "What" and "Why" of Goal Pursuits: Human Needs and the Self-Determination of Behavior (2000)Significance tests and goodness of fit in the analysis of covariance structures. (1980)On the Evaluation of Structural Equation Models (1988)Environmental factors associated with adults' participation in physical activity A review (2002)Why should i share? examining social capital and knowledge contribution in electronic networks of practice (2005)Prejudice Reduction: What Works? A Review and Assessment of Research and Practice (2008)User Acceptance of Information Technology: Toward A Unified View1 (2003)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)Common method biases in behavioral research: A critical review of the literature and recommended remedies. (2003)Subjective well-being: Three decades of progress. (1999)The role of positive emotions in positive psychology: The broaden-and-build theory of positive emotions. (2001)The benefits of being present: Mindfulness and its role in psychological well-being. (2003)From Intentions to Actions: A Theory of Planned Behavior (1985)Universals in the Content and Structure of Values: Theoretical Advances and Empirical Tests in 20 Countries (1992)
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References

  • 1981Evaluating Structural Equation Models with Unobservable Variables and Measurement Error108,884 cited
  • 1991The theory of planned behavior90,729 cited
  • 1977Self-efficacy: Toward a unifying theory of behavioral change.43,875 cited
  • 1975Belief, Attitude, Intention and Behavior: An Introduction to Theory and Research36,736 cited
  • 1998The partial least squares approach for structural equation modeling.12,728 cited
  • 1990Flow: the psychology of optimal experience12,637 cited
  • 1978Self-efficacy: Toward a unifying theory of behavioral change10,580 cited
  • 2002Social Foundations of Thought and Action9,908 cited
  • 1995Understanding Information Technology Usage: A Test of Competing Models8,810 cited
  • 1982The Experiential Aspects of Consumption: Consumer Fantasies, Feelings, and Fun8,274 cited
  • 2008Technology Acceptance Model 3 and a Research Agenda on Interventions8,138 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
  • 1995Computer Self-Efficacy: Development of a Measure and Initial Test6,414 cited
  • 1992Extrinsic and Intrinsic Motivation to Use Computers in the Workplace 16,231 cited

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  • 1994Work and/or Fun: Measuring Hedonic and Utilitarian Shopping Value6,019 cited
  • 1975Beyond boredom and anxiety5,708 cited
  • Cited by

    • 2017What Is eSports and Why Do People Watch It?1,034 cited
    • 2017Why do people play games? A meta-analysis359 cited
    • 2018How social media usage affects employees’ job satisfaction and turnover intention: An empirical study in China262 cited
    • 2020Exploring factors influencing students’ continuance intention to use the learning management system (LMS): a multi-perspective framework204 cited
    • 2020A meta-analysis of the quantitative studies in continuance intention to use an information system188 cited
    • 2016Extending the theory of planned behavior (TPB) to explain online game playing among Malaysian undergraduate students161 cited
    • 2015Are you addicted to Candy Crush Saga? An exploratory study linking psychological factors to mobile social game addiction153 cited
    • 2018Understanding continuance usage of mobile shopping applications in India: the role of espoused cultural values and perceived risk149 cited
    • 2015Social and individual antecedents of m-learning adoption in Iran144 cited
    • 2018Look to the future: Enhancing online gamer loyalty from the perspective of the theory of consumption values132 cited
    • 2018Knowledge sharing through enterprise social network (ESN) systems: motivational drivers and their impact on employees’ productivity129 cited
    • 2021A new reality: Exploring continuance intention to use mobile augmented reality for entertainment purposes128 cited
    • 2021Understanding the factors of mobile payment continuance intention: empirical test in an African context126 cited
    • 2017Understanding impulse purchase in Facebook commerce: does Big Five matter?124 cited
    • 2019An empirical examination of the effect of self-regulation and the Unified Theory of Acceptance and Use of Technology (UTAUT) factors on the online learning behavioural intention of college students106 cited
    • 2018Influence of Expectation Confirmation, Network Externalities, and Flow on Use of Mobile Shopping Apps105 cited