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‘To play or not to play’: A cross-temporal investigation using hedonic and instrumental perspectives to explain user intentions to explore a technology
16 references·16 citing·30 second hopsampled
‘To play or not to play’: A cross-temporal investigation using hedonic and instrumental perspectives to explain user intentions to explore a technology (2010)‘To play or not to play’: A cross-tempora…Diffusion of Innovations 1 (2019)Diffusion of Innovations 1Technology Acceptance Model 3 and a Research Agenda on Interventions (2008)Technology Acceptance Model 3…The Sources of Innovation (2007)The Sources of InnovationUser Acceptance of Information Technology: Toward A Unified View1 (2003)User Acceptance of Informatio…Time Flies When You’re Having Fun: Cognitive Absorption and Beliefs About Information Technology Usage1 (2000)Time Flies When You’re Having…Determinants of Perceived Ease of Use: Integrating Control, Intrinsic Motivation, and Emotion into the Technology Acceptance Model (2000)Determinants of Perceived Eas…A Theoretical Extension of the Technology Acceptance Model: Four Longitudinal Field Studies (2000)A Theoretical Extension of th…The Duality of Technology: Rethinking the Concept of Technology in Organizations (1992)The Duality of Technology: Re…Extrinsic and Intrinsic Motivation to Use Computers in the Workplace 1 (1992)Extrinsic and Intrinsic Motiv…THE BIG FIVE PERSONALITY DIMENSIONS AND JOB PERFORMANCE: A META‐ANALYSIS (1991)THE BIG FIVE PERSONALITY DIME…Flow: The Psychology of Optimal Experience (1991)Flow: The Psychology of Optim…Flow: the psychology of optimal experience (1990)Flow: the psychology of optim…User Acceptance of Computer Technology: A Comparison of Two Theoretical Models (1989)User Acceptance of Computer T…Negative affectivity: The disposition to experience aversive emotional states. (1984)Negative affectivity: The dis…Hedonic Consumption: Emerging Concepts, Methods and Propositions (1982)Hedonic Consumption: Emerging…Conflict, arousal, and curiosity. (1960)Conflict, arousal, and curios…The moderating influence of brand image on consumers' adoption of QR-code e-wallets (2023)The moderating influence of b…Examining the determinants of continuance intention to use and the moderating effect of the gender and age of users of NFC mobile payments: a multi-analytical approach (2021)Examining the determinants of…A systematic evaluation of game elements effects on students’ motivation (2021)A systematic evaluation of ga…Successful System-use: It’s Not Just Who You Are, But What You Do (2018)Successful System-use: It’s N…Who Do You Think You Are? Common and Differential Effects of Social Self-Identity on Social Media Usage (2017)Who Do You Think You Are? Com…Gamification in the Workplace: The Central Role of the Aesthetic Experience (2017)Gamification in the Workplace…UTAUT2 Based Predictions of Factors Influencing the Technology Acceptance of Phablets by DNP (2015)UTAUT2 Based Predictions of F…Motivating Employees to Explore Collaboration Technology in Team Contexts1 (2015)Motivating Employees to Explo…Employees’ Exploration of Complex Systems: An Integrative View (2015)Employees’ Exploration of Com…Does the proactive personality mitigate the adverse effect of technostress on productivity in the mobile environment? (2014)Does the proactive personalit…Predicting different conceptualizations of system use: Acceptance in hedonic volitional context (Facebook) (2013)Predicting different conceptu…Exploring knowledge sharing in virtual communities (2013)Exploring knowledge sharing i…What's the Weather Like? The Effect of Team Learning Climate, Empowerment Climate, and Gender on Individuals' Technology Exploration and Use (2012)What's the Weather Like? The …Hype or Help? A Longitudinal Field Study of Virtual World Use for Team Collaboration (2012)Hype or Help? A Longitudinal …“What’s coming next?” Epistemic curiosity and lurking behavior in online communities (2012)“What’s coming next?” Epistem…The adoption of hyped technologies: a qualitative study (2010)The adoption of hyped technol…Belief, Attitude, Intention and Behavior: An Introduction to Theory and Research (1975)Perceived Usefulness, Perceived Ease of Use, and User Acceptance of Information Technology (1989)Understanding Information Technology Usage: A Test of Competing Models (1995)Understanding Attitudes and Predicting Social Behavior (1980)Self-efficacy mechanism in human agency. (1982)Handbook of Industrial and Organizational Psychology. (1977)Validation of the five-factor model of personality across instruments and observers. (1987)Personality Structure: Emergence of the Five-Factor Model (1990)An Introduction to the Five‐Factor Model and Its Applications (1992)The Big Five Trait taxonomy: History, measurement, and theoretical perspectives. (1999)Grit: Perseverance and passion for long-term goals. (2007)The theory of planned behavior (1991)Consumer Acceptance and Use of Information Technology: Extending the Unified Theory of Acceptance and Use of Technology1 (2012)A new criterion for assessing discriminant validity in variance-based structural equation modeling (2014)Older Adults' Reasons for Using Technology while Aging in Place (2015)Common method biases in behavioral research: A critical review of the literature and recommended remedies. (2003)Unified Theory of Acceptance and Use of Technology: A Synthesis and the Road Ahead (2016)Re-examining the Unified Theory of Acceptance and Use of Technology (UTAUT): Towards a Revised Theoretical Model (2017)The technology acceptance model (TAM): A meta-analytic structural equation modeling approach to explaining teachers’ adoption of digital technology in education (2018)The Strength of Weak Ties (1973)Diffusion of innovations. (2003)Subjective well-being: Three decades of progress. (1999)The role of positive emotions in positive psychology: The broaden-and-build theory of positive emotions. (2001)The benefits of being present: Mindfulness and its role in psychological well-being. (2003)Design science in information systems research (2004)Design Science in Information Systems Research1 (2004)Trust and TAM in Online Shopping: An Integrated Model1 (2003)GameFlow (2005)Event tourism: Definition, evolution, and research (2007)Measuring and defining the experience of immersion in games (2008)
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References

  • 2003User Acceptance of Information Technology: Toward A Unified View144,945 cited
  • 2019Diffusion of Innovations 137,320 cited
  • 1989User Acceptance of Computer Technology: A Comparison of Two Theoretical Models25,696 cited
  • 2000A Theoretical Extension of the Technology Acceptance Model: Four Longitudinal Field Studies22,991 cited
  • 1990Flow: the psychology of optimal experience12,637 cited
  • 1991Flow: The Psychology of Optimal Experience9,395 cited
  • 1991THE BIG FIVE PERSONALITY DIMENSIONS AND JOB PERFORMANCE: A META‐ANALYSIS8,686 cited
  • 2008Technology Acceptance Model 3 and a Research Agenda on Interventions8,138 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
  • 1960Conflict, arousal, and curiosity.6,018 cited
  • 1982Hedonic Consumption: Emerging Concepts, Methods and Propositions5,610 cited
  • 2007The Sources of Innovation5,098 cited
  • 1992The Duality of Technology: Rethinking the Concept of Technology in Organizations4,953 cited
  • 2000Time Flies When You’re Having Fun: Cognitive Absorption and Beliefs About Information Technology Usage1

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4,725 cited
  • 1984Negative affectivity: The disposition to experience aversive emotional states.4,637 cited
  • Cited by

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    • 2015UTAUT2 Based Predictions of Factors Influencing the Technology Acceptance of Phablets by DNP163 cited
    • 2017Who Do You Think You Are? Common and Differential Effects of Social Self-Identity on Social Media Usage158 cited
    • 2012What's the Weather Like? The Effect of Team Learning Climate, Empowerment Climate, and Gender on Individuals' Technology Exploration and Use127 cited
    • 2015Motivating Employees to Explore Collaboration Technology in Team Contexts1126 cited
    • 2013Exploring knowledge sharing in virtual communities124 cited
    • 2014Does the proactive personality mitigate the adverse effect of technostress on productivity in the mobile environment?124 cited
    • 2015Employees’ Exploration of Complex Systems: An Integrative View117 cited
    • 2012“What’s coming next?” Epistemic curiosity and lurking behavior in online communities106 cited
    • 2018Successful System-use: It’s Not Just Who You Are, But What You Do102 cited
    • 2021A systematic evaluation of game elements effects on students’ motivation98 cited
    • 2013Predicting different conceptualizations of system use: Acceptance in hedonic volitional context (Facebook)77 cited
    • 2023The moderating influence of brand image on consumers' adoption of QR-code e-wallets73 cited
    • 2010The adoption of hyped technologies: a qualitative study72 cited
    • 2012Hype or Help? A Longitudinal Field Study of Virtual World Use for Team Collaboration68 cited