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Exploring the different aspects of Internet leisure use by college students
16 references·1 citing·37 second hop
Exploring the different aspects of Internet leisure use by college students (2013)Exploring the different aspects of Intern…A Review of the Research on Internet Addiction (2005)A Review of the Research on I…Internet Use and Well‐Being in Adolescence (2002)Internet Use and Well‐Being i…Understanding Information Systems Continuance: An Expectation-Confirmation Model1 (2001)Understanding Information Sys…Exploring Web users’ optimal flow experiences (2000)Exploring Web users’ optimal …Optimal experience of Web activities (1999)Optimal experience of Web act…Internet Addiction: The Emergence of a New Clinical Disorder (1998)Internet Addiction: The Emerg…Internet Addiction on Campus: The Vulnerability of College Students (1998)Internet Addiction on Campus:…Psychology of Computer Use: XLVII. Parameters of Internet Use, Abuse and Addiction: The First 90 Days of the Internet Usage Survey (1997)Psychology of Computer Use: X…The Effect of Perceived Challenges and Skills on the Quality of Subjective Experience (1996)The Effect of Perceived Chall…Marketing in Hypermedia Computer-Mediated Environments: Conceptual Foundations (1996)Marketing in Hypermedia Compu…The dimensionality and correlates of flow in human-computer interactions (1993)The dimensionality and correl…Flow in Computer-Mediated Communication (1992)Flow in Computer-Mediated Com…Flow: The Psychology of Optimal Experience (1991)Flow: The Psychology of Optim…Flow: the psychology of optimal experience (1990)Flow: the psychology of optim…Optimal experience in work and leisure. (1989)Optimal experience in work an…Beyond Boredom and Anxiety: The Experience of Play in Work and Games. (1977)Beyond Boredom and Anxiety: T…Flow theory in the information systems life cycle: The state of the art and future research agenda (2021)Flow theory in the informatio…Motivations for Play in Online Games (2006)Diagnostic and Statistical Manual of Mental Disorders (2013)Integrating psychological and neurobiological considerations regarding the development and maintenance of specific Internet-use disorders: An Interaction of Person-Affect-Cognition-Execution (I-PACE) model (2016)Setting the future of digital and social media marketing research: Perspectives and research propositions (2020)Significance tests and goodness of fit in the analysis of covariance structures. (1980)Research in Organizational Behavior (1984)Perceived Usefulness, Perceived Ease of Use, and User Acceptance of Information Technology (1989)Flow Online: Lessons Learned and Future Prospects (2009)Internet Addiction: A Systematic Review of Epidemiological Research for the Last Decade (2014)Evaluating Structural Equation Models with Unobservable Variables and Measurement Error (1981)The theory of planned behavior (1991)Common Method Variance in IS Research: A Comparison of Alternative Approaches and a Reanalysis of Past Research (2006)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)Diffusion of Innovations 1 (2019)Belief, Attitude, Intention and Behavior: An Introduction to Theory and Research (1975)Self-efficacy: Toward a unifying theory of behavioral change. (1977)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)UCLA Loneliness Scale (Version 3): Reliability, Validity, and Factor Structure (1996)A cognitive-behavioral model of pathological Internet use (2001)Brain activities associated with gaming urge of online gaming addiction (2008)Prevalence of pathological internet use among adolescents in E urope: demographic and social factors (2012)Internet gaming disorder in children and adolescents: a systematic review (2018)Understanding existential authenticity (2006)Research on Interest in Science: Theories, methods, and findings (2011)A Typology of Technology‐Enhanced Tourism Experiences (2013)Measuring the Customer Experience in Online Environments: A Structural Modeling Approach (2000)Handbook of Positive Psychology (2001)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)What Good Are Positive Emotions? (1998)From game design elements to gamefulness (2011)Toward A Hierarchical Model of Intrinsic and Extrinsic Motivation (1997)Positive education: positive psychology and classroom interventions (2009)
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References

  • 1990Flow: the psychology of optimal experience12,637 cited
  • 2001Understanding Information Systems Continuance: An Expectation-Confirmation Model18,741 cited
  • 1996Marketing in Hypermedia Computer-Mediated Environments: Conceptual Foundations5,628 cited
  • 1998Internet Addiction: The Emergence of a New Clinical Disorder5,495 cited
  • 1991Flow: The Psychology of Optimal Experience3,621 cited
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  • 1993The dimensionality and correlates of flow in human-computer interactions1,103 cited
  • 1977Beyond Boredom and Anxiety: The Experience of Play in Work and Games.854 cited
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  • 1999Optimal experience of Web activities

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476 cited
  • 2000Exploring Web users’ optimal flow experiences297 cited
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    • 2021Flow theory in the information systems life cycle: The state of the art and future research agenda46 cited