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Mobile Gaming Perceived Enjoyment and Ease of Play as Predictors of Student Attitude and Mobile Gaming Continuance Intention
16 references·1 citing·29 second hop
Mobile Gaming Perceived Enjoyment and Ease of Play as Predictors of Student Attitude and Mobile Gaming Continuance Intention (2013)Mobile Gaming Perceived Enjoyment and Eas…What Video Games Have to Teach Us about Learning and Literacy (2004)What Video Games Have to Teac…What video games have to teach us about learning and literacy (2003)What video games have to teac…User Acceptance of Information Technology: Toward A Unified View1 (2003)User Acceptance of Informatio…Consumer Acceptance of Electronic Commerce: Integrating Trust and Risk with the Technology Acceptance Model (2003)Consumer Acceptance of Electr…Why do people use information technology? A critical review of the technology acceptance model (2002)Why do people use information…Use of partial least squares (PLS) in strategic management research: a review of four recent studies (1999)Use of partial least squares …Extrinsic and Intrinsic Motivation to Use Computers in the Workplace 1 (1992)Extrinsic and Intrinsic Motiv…Alternative Ways of Assessing Model Fit (1992)Alternative Ways of Assessing…Predicting User Intentions: Comparing the Technology Acceptance Model with the Theory of Planned Behavior (1991)Predicting User Intentions: C…Comparative fit indexes in structural models. (1990)Comparative fit indexes in st…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 …Intrinsic Motivation and Self-Determination in Human Behavior (1988)Intrinsic Motivation and Self…Intrinsic Motivation and Self-Determination in Human Behavior (1985)Intrinsic Motivation and Self…Evaluating Structural Equation Models with Unobservable Variables and Measurement Error (1981)Evaluating Structural Equatio…Belief, Attitude, Intention and Behavior: An Introduction to Theory and Research (1975)Belief, Attitude, Intention a…Gift of fantasy: investigating how fantasy in digital game impacts game brand immersion (2022)Gift of fantasy: investigatin…Self-efficacy mechanism in human agency. (1982)User Acceptance of Computer Technology: A Comparison of Two Theoretical Models (1989)A Theoretical Extension of the Technology Acceptance Model: Four Longitudinal Field Studies (2000)A new criterion for assessing discriminant validity in variance-based structural equation modeling (2014)Structural Model Evaluation and Modification: An Interval Estimation Approach (1990)Fit indices in covariance structure modeling: Sensitivity to underparameterized model misspecification. (1998)Cutoff criteria for fit indexes in covariance structure analysis: Conventional criteria versus new alternatives (1999)Evaluating Goodness-of-Fit Indexes for Testing Measurement Invariance (2002)Significance tests and goodness of fit in the analysis of covariance structures. (1980)Testing Structural Equation Models. (1994)An assessment of the use of partial least squares structural equation modeling in marketing research (2011)Partial Least Squares Structural Equation Modeling (PLS-SEM) Using R (2021)A Reliability Coefficient for Maximum Likelihood Factor Analysis (1973)EQS : structural equations program manual (1989)The Commitment-Trust Theory of Relationship Marketing (1994)The theory of planned behavior (1991)Consumer Acceptance and Use of Information Technology: Extending the Unified Theory of Acceptance and Use of Technology1 (2012)Older Adults' Reasons for Using Technology while Aging in Place (2015)Diffusion of Innovations 1 (2019)Construct validity in psychological tests. (1955)Review of Psychometric theory (2nd ed.). (1979)PLS-SEM: Indeed a Silver Bullet (2011)Common method biases in behavioral research: A critical review of the literature and recommended remedies. (2003)Intrinsic and Extrinsic Motivations: Classic Definitions and New Directions (2000)Self-determination theory and the facilitation of intrinsic motivation, social development, and well-being. (2000)The "What" and "Why" of Goal Pursuits: Human Needs and the Self-Determination of Behavior (2000)The benefits of being present: Mindfulness and its role in psychological well-being. (2003)On the Evaluation of Structural Equation Models (1988)When to use and how to report the results of PLS-SEM (2018)
this work references cited by second hop

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
  • 2003User Acceptance of Information Technology: Toward A Unified View144,945 cited
  • 1988Structural equation modeling in practice: A review and recommended two-step approach.41,858 cited
  • 1975Belief, Attitude, Intention and Behavior: An Introduction to Theory and Research36,736 cited
  • 1992Alternative Ways of Assessing Model Fit27,192 cited
  • 1985Intrinsic Motivation and Self-Determination in Human Behavior26,744 cited
  • 1990Comparative fit indexes in structural models.25,213 cited
  • 1988Intrinsic Motivation and Self-Determination in Human Behavior15,312 cited
  • 1999Use of partial least squares (PLS) in strategic management research: a review of four recent studies7,307 cited
  • 2004What Video Games Have to Teach Us about Learning and Literacy6,673 cited
  • 1992Extrinsic and Intrinsic Motivation to Use Computers in the Workplace 16,231 cited
  • 2003What video games have to teach us about learning and literacy5,713 cited
  • 2003Consumer Acceptance of Electronic Commerce: Integrating Trust and Risk with the Technology Acceptance Model5,710 cited

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  • 1991Predicting User Intentions: Comparing the Technology Acceptance Model with the Theory of Planned Behavior4,215 cited
  • 2002Why do people use information technology? A critical review of the technology acceptance model4,200 cited
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    • 2022Gift of fantasy: investigating how fantasy in digital game impacts game brand immersion13 cited