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Exploring the impact of use context on mobile hedonic services adoption: An empirical study on mobile gaming in China
16 references·16 citing·29 second hopsampled
Exploring the impact of use context on mobile hedonic services adoption: An empirical study on mobile gaming in China (2010)Exploring the impact of use context on mo…The effects of post-adoption beliefs on the expectation-confirmation model for information technology continuance (2006)The effects of post-adoption …User Acceptance of Hedonic Information Systems1 (2004)User Acceptance of Hedonic In…Predicting the use of web-based information systems: self-efficacy, enjoyment, learning goal orientation, and the technology acceptance model (2003)Predicting the use of web-bas…Factors influencing the usage of websites: the case of a generic portal in The Netherlands (2003)Factors influencing the usage…Why do people use information technology? A critical review of the technology acceptance model (2002)Why do people use information…Applying the Technology Acceptance Model and Flow Theory to Online Consumer Behavior (2002)Applying the Technology Accep…Time Flies When You’re Having Fun: Cognitive Absorption and Beliefs About Information Technology Usage1 (2000)Time Flies When You’re Having…Measuring the Customer Experience in Online Environments: A Structural Modeling Approach (2000)Measuring the Customer Experi…Marketing in Hypermedia Computer-Mediated Environments: Conceptual Foundations (1996)Marketing in Hypermedia Compu…Extrinsic and Intrinsic Motivation to Use Computers in the Workplace 1 (1992)Extrinsic and Intrinsic Motiv…Development of an Instrument to Measure the Perceptions of Adopting an Information Technology Innovation (1991)Development of an Instrument …Perceived Usefulness, Perceived Ease of Use, and User Acceptance of Information Technology (1989)Perceived Usefulness, Perceiv…Optimal experience in work and leisure. (1989)Optimal experience in work an…Innovation characteristics and innovation adoption-implementation: A meta-analysis of findings (1982)Innovation characteristics an…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…Predicting University Students' Adoption of Mobile News Applications (2020)Predicting University Student…Examining Consumers’ Adoption of Wearable Healthcare Technology: The Role of Health Attributes (2019)Examining Consumers’ Adoption…Applying the technology acceptance model in a three-countries study of smartwatch adoption (2019)Applying the technology accep…Examining the determinants and outcomes of mobile app engagement - A longitudinal perspective (2018)Examining the determinants an…An empirical investigation of users’ voluntary switching intention for mobile personal cloud storage services based on the push-pull-mooring framework (2018)An empirical investigation of…Why do people play games? A meta-analysis (2017)Why do people play games? A m…Information technology adoption: a review of the literature and classification (2017)Information technology adopti…What makes continued mobile gaming enjoyable? (2016)What makes continued mobile g…The effect of flow experience on player loyalty in mobile game application (2016)The effect of flow experience…Extending the theory of planned behavior (TPB) to explain online game playing among Malaysian undergraduate students (2016)Extending the theory of plann…Towards an understanding of the factors affecting m-learning acceptance: Roles of technological characteristics and compatibility (2015)Towards an understanding of t…Does value matters in playing online game? An empirical study among massively multiplayer online role-playing games (MMORPGs) (2014)Does value matters in playing…Disclosing too much? Situational factors affecting information disclosure in social commerce environment (2014)Disclosing too much? Situatio…Consumers' Acceptance and Use of Information and Communications Technology: A UTAUT and Flow Based Theoretical Model (2013)Consumers' Acceptance and Use…Bon Appétit for Apps: Young American Consumers' Acceptance of Mobile Applications (2013)Bon Appétit for Apps: Young A…Factors influencing consumption experience of mobile commerce (2012)Factors influencing consumpti…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)Belief, Attitude, Intention and Behavior: An Introduction to Theory and Research (1975)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)A Coefficient of Agreement for Nominal Scales (1960)Diffusion of Innovations 1 (2019)Self-efficacy: Toward a unifying theory of behavioral change. (1977)The theory of planned behavior (1991)Internet Users' Information Privacy Concerns (IUIPC): The Construct, the Scale, and a Causal Model (2004)Consumer engagement in a virtual brand community: An exploratory analysis (2011)Consumer Brand Engagement in Social Media: Conceptualization, Scale Development and Validation (2014)A Theoretical Extension of the Technology Acceptance Model: Four Longitudinal Field Studies (2000)Does Gamification Work? -- A Literature Review of Empirical Studies on Gamification (2014)Significance tests and goodness of fit in the analysis of covariance structures. (1980)On the Evaluation of Structural Equation Models (1988)When to use and how to report the results of PLS-SEM (2018)From Intentions to Actions: A Theory of Planned Behavior (1985)Understanding Information Technology Usage: A Test of Competing Models (1995)Information Technology Implementation Research: A Technological Diffusion Approach (1990)New Product Diffusion Models in Marketing: A Review and Directions for Research (1991)The utilization of e‐government services: citizen trust, innovation and acceptance factors* (2005)The Technology Acceptance Model: Past, Present, and Future (2003)A meta-analysis of the technology acceptance model (2006)The Technology Acceptance Model: Its past and its future in health care (2009)
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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
  • 1980Understanding Attitudes and Predicting Social Behavior25,805 cited
  • 1991Development of an Instrument to Measure the Perceptions of Adopting an Information Technology Innovation9,145 cited
  • 1992Extrinsic and Intrinsic Motivation to Use Computers in the Workplace 16,231 cited
  • 1996Marketing in Hypermedia Computer-Mediated Environments: Conceptual Foundations5,628 cited
  • 2000Time Flies When You’re Having Fun: Cognitive Absorption and Beliefs About Information Technology Usage14,725 cited
  • 2002Why do people use information technology? A critical review of the technology acceptance model4,200 cited
  • 2004User Acceptance of Hedonic Information Systems13,849 cited
  • 1982Innovation characteristics and innovation adoption-implementation: A meta-analysis of findings3,284 cited
  • 2002Applying the Technology Acceptance Model and Flow Theory to Online Consumer Behavior3,203 cited
  • 2000Measuring the Customer Experience in Online Environments: A Structural Modeling Approach3,196 cited
  • 1989Optimal experience in work and leisure.1,942 cited
  • 2003Factors influencing the usage of websites: the case of a generic portal in The Netherlands

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1,425 cited
  • 2006The effects of post-adoption beliefs on the expectation-confirmation model for information technology continuance1,338 cited
  • 2003Predicting the use of web-based information systems: self-efficacy, enjoyment, learning goal orientation, and the technology acceptance model1,303 cited
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    • 2018An empirical investigation of users’ voluntary switching intention for mobile personal cloud storage services based on the push-pull-mooring framework182 cited
    • 2017Information technology adoption: a review of the literature and classification181 cited
    • 2013Consumers' Acceptance and Use of Information and Communications Technology: A UTAUT and Flow Based Theoretical Model171 cited
    • 2016What makes continued mobile gaming enjoyable?170 cited
    • 2019Applying the technology acceptance model in a three-countries study of smartwatch adoption170 cited
    • 2014Disclosing too much? Situational factors affecting information disclosure in social commerce environment170 cited
    • 2019Examining Consumers’ Adoption of Wearable Healthcare Technology: The Role of Health Attributes167 cited
    • 2016Extending the theory of planned behavior (TPB) to explain online game playing among Malaysian undergraduate students161 cited
    • 2018Examining the determinants and outcomes of mobile app engagement - A longitudinal perspective160 cited
    • 2013Bon Appétit for Apps: Young American Consumers' Acceptance of Mobile Applications155 cited
    • 2015Towards an understanding of the factors affecting m-learning acceptance: Roles of technological characteristics and compatibility154 cited
    • 2014Does value matters in playing online game? An empirical study among massively multiplayer online role-playing games (MMORPGs)152 cited
    • 2020Predicting University Students' Adoption of Mobile News Applications149 cited