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Business simulation games with and without supervision: An analysis based on the TAM model
16 references·16 citing·28 second hopsampled
Business simulation games with and without supervision: An analysis based on the TAM model (2015)Business simulation games with and withou…Consumer e-shopping acceptance: Antecedents in a technology acceptance model (2008)Consumer e-shopping acceptanc…Computer-supported collaborative learning: An historical perspective (2006)Computer-supported collaborat…Explaining consumer acceptance of handheld Internet devices (2003)Explaining consumer acceptanc…Information Technology Acceptance by Individual Professionals: A Model Comparison Approach* (2001)Information Technology Accept…Structural equation modeling with AMOS: basic concepts, applications, and programming (2000)Structural equation modeling …Determinants of Perceived Ease of Use: Integrating Control, Intrinsic Motivation, and Emotion into the Technology Acceptance Model (2000)Determinants of Perceived Eas…Are Individual Differences Germane to the Acceptance of New Information Technologies? (1999)Are Individual Differences Ge…Measurement Invariance, Factor Analysis and Factorial Invariance (1993)Measurement Invariance, Facto…User Acceptance of Computer Technology: A Comparison of Two Theoretical Models (1989)User Acceptance of Computer T…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 …A technology acceptance model for empirically testing new end-user information systems : theory and results (1985)A technology acceptance model…Self-efficacy mechanism in human agency. (1982)Self-efficacy mechanism in hu…Evaluating Structural Equation Models with Unobservable Variables and Measurement Error (1981)Evaluating Structural Equatio…Understanding Attitudes and Predicting Social Behavior (1980)Understanding Attitudes and P…Managerial Attitudes and Performance. (1968)Managerial Attitudes and Perf…Application of Business Simulation Games in Flipped Classrooms to Facilitate Student Engagement and Higher-Order Thinking Skills for Sustainable Learning Practices (2023)Application of Business Simul…Factors Influencing Students’ Continuous Intentions for Using Micro-Lectures in the Post-COVID-19 Period: A Modification of the UTAUT-2 Approach (2022)Factors Influencing Students’…Business Simulation Games in Higher Education: A Systematic Review of Empirical Research (2022)Business Simulation Games in …Understanding and Predicting Students’ Entrepreneurial Intention through Business Simulation Games: A Perspective of COVID-19 (2021)Understanding and Predicting …Encouraging gameful experience in digital game-based learning: A double-mediation model of perceived instructional support, group engagement, and flow (2021)Encouraging gameful experienc…Understanding applicants’ reactions to gamified recruitment (2020)Understanding applicants’ rea…Investigating the effect of flow experience on learning performance and entrepreneurial self-efficacy in a business simulation systems context (2020)Investigating the effect of f…Gamification as a moderator for the impact of intrinsic motivation: Findings from a multigroup field experiment (2020)Gamification as a moderator f…Self-service technology adoption by air passengers: a case study of fast air travel services in Taiwan (2019)Self-service technology adopt…Understanding technology acceptance features in learning through a serious game (2018)Understanding technology acce…Understanding online business simulation games: the role of flow experience, perceived enjoyment and personal innovativeness (2018)Understanding online business…Students’ acceptance of E-books: An application of UTAUT (2018)Students’ acceptance of E-boo…Student interactions in online discussion forums: their perception on learning with business simulation games (2018)Student interactions in onlin…Exploring students' flow experiences in business simulation games (2018)Exploring students' flow expe…An Analysis of Influence of Business Simulation Games on Business School Students’ Attitude and Intention Toward Entrepreneurial Activities (2018)An Analysis of Influence of B…Video Game Acceptance: A Meta-Analysis of the Extended Technology Acceptance Model (2017)Video Game Acceptance: A Meta…Belief, Attitude, Intention and Behavior: An Introduction to Theory and Research (1975)A Theoretical Extension of the Technology Acceptance Model: Four Longitudinal Field Studies (2000)User Acceptance of Information Technology: Toward A Unified View1 (2003)A new criterion for assessing discriminant validity in variance-based structural equation modeling (2014)Statistical Theories of Mental Test Scores (1969)LISREL 7 : a guide to the program and applications (1989)Exploratory Structural Equation Modeling (2009)Applications of Item Response Theory To Practical Testing Problems (2012)Measurement invariance conventions and reporting: The state of the art and future directions for psychological research (2016)Testing measurement invariance of composites using partial least squares (2016)Cognitive Therapy and the Emotional Disorders (1975)Self-efficacy: Toward a unifying theory of behavioral change (1978)Social Learning Theory. (1978)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)The theory of planned behavior (1991)Design science in information systems research (2004)Design Science in Information Systems Research1 (2004)From Intentions to Actions: A Theory of Planned Behavior (1985)Development of an Instrument to Measure the Perceptions of Adopting an Information Technology Innovation (1991)In Search of Golden Rules: Comment on Hypothesis-Testing Approaches to Setting Cutoff Values for Fit Indexes and Dangers in Overgeneralizing Hu and Bentler's (1999) Findings (2004)Sensitivity of Goodness of Fit Indexes to Lack of Measurement Invariance (2007)Using PLS path modeling in new technology research: updated guidelines (2016)On the Evaluation of Structural Equation Models (1988)When to use and how to report the results of PLS-SEM (2018)
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References

  • 1981Evaluating Structural Equation Models with Unobservable Variables and Measurement Error108,884 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
  • 1980Understanding Attitudes and Predicting Social Behavior25,805 cited
  • 1989User Acceptance of Computer Technology: A Comparison of Two Theoretical Models25,696 cited
  • 2000Structural equation modeling with AMOS: basic concepts, applications, and programming17,968 cited
  • 1982Self-efficacy mechanism in human agency.15,974 cited
  • 2000Determinants of Perceived Ease of Use: Integrating Control, Intrinsic Motivation, and Emotion into the Technology Acceptance Model6,658 cited
  • 1985A technology acceptance model for empirically testing new end-user information systems : theory and results6,184 cited
  • 1993Measurement Invariance, Factor Analysis and Factorial Invariance4,533 cited
  • 1968Managerial Attitudes and Performance.2,209 cited
  • 1999Are Individual Differences Germane to the Acceptance of New Information Technologies?2,105 cited
  • 2001Information Technology Acceptance by Individual Professionals: A Model Comparison Approach*1,408 cited
  • 2008Consumer e-shopping acceptance: Antecedents in a technology acceptance model

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1,353 cited
  • 2006Computer-supported collaborative learning: An historical perspective1,231 cited
  • 2003Explaining consumer acceptance of handheld Internet devices1,028 cited
  • Cited by

    • 2018An Analysis of Influence of Business Simulation Games on Business School Students’ Attitude and Intention Toward Entrepreneurial Activities143 cited
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    • 2020Gamification as a moderator for the impact of intrinsic motivation: Findings from a multigroup field experiment84 cited
    • 2020Investigating the effect of flow experience on learning performance and entrepreneurial self-efficacy in a business simulation systems context83 cited
    • 2018Understanding online business simulation games: the role of flow experience, perceived enjoyment and personal innovativeness81 cited
    • 2017Video Game Acceptance: A Meta-Analysis of the Extended Technology Acceptance Model75 cited
    • 2018Understanding technology acceptance features in learning through a serious game75 cited
    • 2021Understanding and Predicting Students’ Entrepreneurial Intention through Business Simulation Games: A Perspective of COVID-1969 cited
    • 2021Encouraging gameful experience in digital game-based learning: A double-mediation model of perceived instructional support, group engagement, and flow67 cited
    • 2023Application of Business Simulation Games in Flipped Classrooms to Facilitate Student Engagement and Higher-Order Thinking Skills for Sustainable Learning Practices66 cited
    • 2018Student interactions in online discussion forums: their perception on learning with business simulation games63 cited
    • 2019Self-service technology adoption by air passengers: a case study of fast air travel services in Taiwan62 cited
    • 2022Factors Influencing Students’ Continuous Intentions for Using Micro-Lectures in the Post-COVID-19 Period: A Modification of the UTAUT-2 Approach62 cited
    • 2022Business Simulation Games in Higher Education: A Systematic Review of Empirical Research57 cited
    • 2018Students’ acceptance of E-books: An application of UTAUT54 cited