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Using the technology acceptance model to evaluate user attitude and intention of use for online games
16 references·16 citing·26 second hopsampled
Using the technology acceptance model to evaluate user attitude and intention of use for online games (2012)Using the technology acceptance model to …Why do people play on-line games? An extended TAM with social influences and flow experience (2003)Why do people play on-line ga…The DeLone and McLean Model of Information Systems Success: A Ten-Year Update (2003)The DeLone and McLean Model o…eTailQ: dimensionalizing, measuring and predicting etail quality (2003)eTailQ: dimensionalizing, mea…The Measurement of Web-Customer Satisfaction: An Expectation and Disconfirmation Approach (2002)The Measurement of Web-Custom…Assessing the Validity of IS Success Models: An Empirical Test and Theoretical Analysis (2002)Assessing the Validity of IS …Applying the Technology Acceptance Model and Flow Theory to Online Consumer Behavior (2002)Applying the Technology Accep…AIMQ: a methodology for information quality assessment (2002)AIMQ: a methodology for infor…Extending the TAM for a World-Wide-Web context (2001)Extending the TAM for a World…Consumer trust in an Internet store (2000)Consumer trust in an Internet…A Respecification and Extension of the DeLone and McLean Model of IS Success (1997)A Respecification and Extensi…Empirical Evaluation of the Revised Technology Acceptance Model (1996)Empirical Evaluation of the R…A Model of the Antecedents of Perceived Ease of Use: Development and Test (1996)A Model of the Antecedents of…Information Systems Success: The Quest for the Dependent Variable (1992)Information Systems Success: …User Acceptance of Computer Technology: A Comparison of Two Theoretical Models (1989)User Acceptance of Computer T…The Measurement of End-User Computing Satisfaction (1988)The Measurement of End-User C…Belief, Attitude, Intention and Behavior: An Introduction to Theory and Research (1975)Belief, Attitude, Intention a…Metaverse is not my cup of tea! An investigation into how personality traits shape metaverse usage intentions (2023)Metaverse is not my cup of te…Does Central Bank Digital Currency (CBDC) Payment Create The Opportunity For the Tourism Industry? (2023)Does Central Bank Digital Cur…Adoption of Islamic Fintech in lending services through prediction of behavioural intention (2023)Adoption of Islamic Fintech i…The Use of Mobile Applications for Travel Booking: Impacts of Application Quality and Brand Trust (2021)The Use of Mobile Application…Proposing a TAM-SDT-Based Model to Examine the User Acceptance of Massively Multiplayer Online Games (2021)Proposing a TAM-SDT-Based Mod…Knowledge management systems usage: application of diffusion of innovation theory (2021)Knowledge management systems …Integration of TAM, TPB, and TSR in understanding library user behavioral utilization intention of physical vs. E-book format (2021)Integration of TAM, TPB, and …Indian Shoppers’ Attitude Towards Grocery Shopping Apps: A Survey Conducted on Smartphone Users (2019)Indian Shoppers’ Attitude Tow…Employee Perception and Behavioral Intention to Adopt BYOD in the Organizations (2019)Employee Perception and Behav…Acceptance of Online Medical Websites: An Empirical Study in China (2019)Acceptance of Online Medical …The influence of behavioural intention on third-party e-commerce payment (2018)The influence of behavioural …Video Game Acceptance: A Meta-Analysis of the Extended Technology Acceptance Model (2017)Video Game Acceptance: A Meta…Investigating consumers’ adoption of SSTs – a case study representing India’s hospitality industry (2017)Investigating consumers’ adop…Retail adoption of Internet of Things: Applying TAM model (2016)Retail adoption of Internet o…Elements Explaining Learning Clinical Reasoning Using Simulation Games (2016)Elements Explaining Learning …Why Do People Play Games? A Review of Studies on Adoption and Use (2015)Why Do People Play Games? A R…Understanding Attitudes and Predicting Social Behavior (1980)The theory of planned behavior (1991)Consumer Acceptance of Electronic Commerce: Integrating Trust and Risk with the Technology Acceptance Model (2003)Trust and TAM in Online Shopping: An Integrated Model1 (2003)A trust-based consumer decision-making model in electronic commerce: The role of trust, perceived risk, and their antecedents (2007)Understanding Information Technology Usage: A Test of Competing Models (1995)The balanced scorecard: Translating strategy into action (1997)Design science in information systems research (2004)Design Science in Information Systems Research1 (2004)Technology Acceptance Model 3 and a Research Agenda on Interventions (2008)Development of a Tool for Measuring and Analyzing Computer User Satisfaction (1983)The measurement of user information satisfaction (1983)Development of an Instrument to Measure the Perceptions of Adopting an Information Technology Innovation (1991)Understanding Information Systems Continuance: An Expectation-Confirmation Model1 (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)Self-efficacy: Toward a unifying theory of behavioral change. (1977)Perceived Usefulness, Perceived Ease of Use, and User Acceptance of Information Technology (1989)Determinants of Perceived Ease of Use: Integrating Control, Intrinsic Motivation, and Emotion into the Technology Acceptance Model (2000)Structural Equation Modeling and Regression: Guidelines for Research Practice (2000)Intrinsic Motivation and Self-Determination in Human Behavior (1985)User Acceptance of Hedonic Information Systems1 (2004)Common method biases in behavioral research: A critical review of the literature and recommended remedies. (2003)Review : Knowledge Management and Knowledge Management Systems: Conceptual Foundations And Research Issues1,2 (2001)Common Method Variance in IS Research: A Comparison of Alternative Approaches and a Reanalysis of Past Research (2006)
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References

  • 1975Belief, Attitude, Intention and Behavior: An Introduction to Theory and Research36,736 cited
  • 1989User Acceptance of Computer Technology: A Comparison of Two Theoretical Models25,696 cited
  • 2003The DeLone and McLean Model of Information Systems Success: A Ten-Year Update11,772 cited
  • 1992Information Systems Success: The Quest for the Dependent Variable10,674 cited
  • 2001Extending the TAM for a World-Wide-Web context3,801 cited
  • 1996A Model of the Antecedents of Perceived Ease of Use: Development and Test3,799 cited
  • 2002Applying the Technology Acceptance Model and Flow Theory to Online Consumer Behavior3,203 cited
  • 2000Consumer trust in an Internet store2,548 cited
  • 1988The Measurement of End-User Computing Satisfaction2,448 cited
  • 1997A Respecification and Extension of the DeLone and McLean Model of IS Success2,440 cited
  • 2003eTailQ: dimensionalizing, measuring and predicting etail quality2,295 cited
  • 2003Why do people play on-line games? An extended TAM with social influences and flow experience2,006 cited
  • 2002The Measurement of Web-Customer Satisfaction: An Expectation and Disconfirmation Approach1,986 cited
  • 1996Empirical Evaluation of the Revised Technology Acceptance Model1,656 cited

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Assessing the Validity of IS Success Models: An Empirical Test and Theoretical Analysis
1,611 cited
  • 2002AIMQ: a methodology for information quality assessment1,611 cited
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    • 2015Why Do People Play Games? A Review of Studies on Adoption and Use52 cited
    • 2021Integration of TAM, TPB, and TSR in understanding library user behavioral utilization intention of physical vs. E-book format48 cited
    • 2016Retail adoption of Internet of Things: Applying TAM model46 cited
    • 2021Proposing a TAM-SDT-Based Model to Examine the User Acceptance of Massively Multiplayer Online Games43 cited
    • 2019Employee Perception and Behavioral Intention to Adopt BYOD in the Organizations39 cited
    • 2023Does Central Bank Digital Currency (CBDC) Payment Create The Opportunity For the Tourism Industry?34 cited
    • 2019Acceptance of Online Medical Websites: An Empirical Study in China31 cited
    • 2016Elements Explaining Learning Clinical Reasoning Using Simulation Games31 cited
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