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Capturing Global Youth: Mobile Gaming in the U.S., Spain, and the Czech Republic
16 references·16 citing·23 second hopsampled
Capturing Global Youth: Mobile Gaming in the U.S., Spain, and the Czech Republic (2008)Capturing Global Youth: Mobile Gaming in …Diffusion of Innovations (2009)Diffusion of InnovationsWhat drives mobile commerce? (2004)What drives mobile commerce?Hedonic and utilitarian motivations for online retail shopping behavior (2001)Hedonic and utilitarian motiv…Extending the TAM for a World-Wide-Web context (2001)Extending the TAM for a World…Experiential value: conceptualization, measurement and application in the catalog and Internet shopping environment☆11☆This article is based upon the first author’s doctoral dissertation completed while at Georgia Institute of Technology. (2001)Experiential value: conceptua…Structural equation modeling with AMOS: basic concepts, applications, and programming (2000)Structural equation modeling …Self-Service Technologies: Understanding Customer Satisfaction with Technology-Based Service Encounters (2000)Self-Service Technologies: Un…Determinants of Perceived Ease of Use: Integrating Control, Intrinsic Motivation, and Emotion into the Technology Acceptance Model (2000)Determinants of Perceived Eas…Assessing Measurement Invariance in Cross‐National Consumer Research (1998)Assessing Measurement Invaria…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…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…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…College students’ use behavior of generative AI and its influencing factors under the unified theory of acceptance and use of technology model (2025)College students’ use behavio…Factors influencing the acceptance of private and public blockchain-based collaboration among supply chain practitioners: a parallel mediation model (2021)Factors influencing the accep…The integration of video games in family-life dynamics (2019)The integration of video game…Mobile gaming and problematic smartphone use: A comparative study between Belgium and Finland (2018)Mobile gaming and problematic…Factors Influencing Adoption of Mobile Social Network Games (M-SNGs): The Role of Awareness (2018)Factors Influencing Adoption …Video Game Acceptance: A Meta-Analysis of the Extended Technology Acceptance Model (2017)Video Game Acceptance: A Meta…The interrelationship between intelligent agents’ characteristics and users’ intention in a search engine by making beliefs and perceived risks mediators (2016)The interrelationship between…Why Do People Play Games? A Review of Studies on Adoption and Use (2015)Why Do People Play Games? A R…Same but different? Mobile technology adoption in China (2015)Same but different? Mobile te…Investigating the structural relationship for the determinants of cloud computing adoption in education (2015)Investigating the structural …Crushing Candy: The Free-to-Play Game in Its Connective Commodity Form (2015)Crushing Candy: The Free-to-P…Gamers just want to have fun? Toward an understanding of the online game acceptance (2013)Gamers just want to have fun?…An investigation of the smartphone user's in-game purchase intention (2013)An investigation of the smart…Using an extended Technology Acceptance Model in exploring antecedents to adopting fantasy sports league websites (2011)Using an extended Technology …Context and mobile services' value-in-use (2011)Context and mobile services' …Falling in love with online games: The uses and gratifications perspective (2010)Falling in love with online g…Self-efficacy: Toward a unifying theory of behavioral change. (1977)Self-efficacy: Toward a unifying theory of behavioral change. (1977)Understanding Information Technology Usage: A Test of Competing Models (1995)Efficacy of the Theory of Planned Behaviour: A meta‐analytic review (2001)Self-efficacy mechanism in human agency. (1982)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)Consumer Ethnocentrism: Construction and Validation of the CETSCALE (1987)Structural Model Evaluation and Modification: An Interval Estimation Approach (1990)Structural Equations with Latent Variables. (1991)Internet Users' Information Privacy Concerns (IUIPC): The Construct, the Scale, and a Causal Model (2004)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)The theory of planned behavior (1991)Consumer engagement in a virtual brand community: An exploratory analysis (2011)Consumer Brand Engagement in Social Media: Conceptualization, Scale Development and Validation (2014)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)Common method biases in behavioral research: A critical review of the literature and recommended remedies. (2003)Design science in information systems research (2004)Design Science in Information Systems Research1 (2004)
this work references cited by second hop· second hop is a sample of the most-cited connections

References

  • 1989Perceived Usefulness, Perceived Ease of Use, and User Acceptance of Information Technology68,271 cited
  • 1975Belief, Attitude, Intention and Behavior: An Introduction to Theory and Research36,736 cited
  • 1980Understanding Attitudes and Predicting Social Behavior25,805 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
  • 2000Structural equation modeling with AMOS: basic concepts, applications, and programming17,968 cited
  • 2000Determinants of Perceived Ease of Use: Integrating Control, Intrinsic Motivation, and Emotion into the Technology Acceptance Model6,658 cited
  • 1992Extrinsic and Intrinsic Motivation to Use Computers in the Workplace 16,231 cited
  • 1996Marketing in Hypermedia Computer-Mediated Environments: Conceptual Foundations5,628 cited
  • 1998Assessing Measurement Invariance in Cross‐National Consumer Research4,759 cited
  • 2001Extending the TAM for a World-Wide-Web context3,801 cited
  • 2001Hedonic and utilitarian motivations for online retail shopping behavior3,219 cited
  • 2000Self-Service Technologies: Understanding Customer Satisfaction with Technology-Based Service Encounters2,906 cited
  • 2009Diffusion of Innovations2,442 cited

Only edges whose both ends are imported exist here. Widen the year window, or show the whole map. Back to the work

  • 2004What drives mobile commerce?2,282 cited
  • 2001Experiential value: conceptualization, measurement and application in the catalog and Internet shopping environment☆11☆This article is based upon the first author’s doctoral dissertation completed while at Georgia Institute of Technology.2,165 cited
  • Cited by

    • 2010Falling in love with online games: The uses and gratifications perspective430 cited
    • 2011Context and mobile services' value-in-use161 cited
    • 2015Crushing Candy: The Free-to-Play Game in Its Connective Commodity Form146 cited
    • 2018Mobile gaming and problematic smartphone use: A comparative study between Belgium and Finland109 cited
    • 2017Video Game Acceptance: A Meta-Analysis of the Extended Technology Acceptance Model75 cited
    • 2018Factors Influencing Adoption of Mobile Social Network Games (M-SNGs): The Role of Awareness72 cited
    • 2015Investigating the structural relationship for the determinants of cloud computing adoption in education60 cited
    • 2019The integration of video games in family-life dynamics56 cited
    • 2015Why Do People Play Games? A Review of Studies on Adoption and Use52 cited
    • 2011Using an extended Technology Acceptance Model in exploring antecedents to adopting fantasy sports league websites49 cited
    • 2013Gamers just want to have fun? Toward an understanding of the online game acceptance46 cited
    • 2021Factors influencing the acceptance of private and public blockchain-based collaboration among supply chain practitioners: a parallel mediation model44 cited
    • 2016The interrelationship between intelligent agents’ characteristics and users’ intention in a search engine by making beliefs and perceived risks mediators42 cited
    • 2025College students’ use behavior of generative AI and its influencing factors under the unified theory of acceptance and use of technology model36 cited
    • 2015Same but different? Mobile technology adoption in China36 cited
    • 2013An investigation of the smartphone user's in-game purchase intention33 cited