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Adoption of Gamified Systems
16 references·5 citing·31 second hop
Adoption of Gamified Systems (2015)Adoption of Gamified SystemsFrom game design elements to gamefulness (2011)From game design elements to …Users of the world, unite! The challenges and opportunities of Social Media (2009)Users of the world, unite! Th…\nThe use of partial least squares path modeling in international marketing (2009)\nThe use of partial least sq…Intrinsic and Extrinsic Motivations: Classic Definitions and New Directions (2000)Intrinsic and Extrinsic Motiv…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…Understanding Information Technology Usage: A Test of Competing Models (1995)Understanding Information Tec…Extrinsic and Intrinsic Motivation to Use Computers in the Workplace 1 (1992)Extrinsic and Intrinsic Motiv…A power primer. (1992)A power primer.The theory of planned behavior (1991)The theory of planned behaviorPerceived 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 …Evaluating Structural Equation Models with Unobservable Variables and Measurement Error (1981)Evaluating Structural Equatio…Understanding Attitudes and Predicting Social Behavior (1980)Understanding Attitudes and P…Review of Psychometric theory (2nd ed.). (1979)Review of Psychometric theory…Belief, Attitude, Intention and Behavior: An Introduction to Theory and Research (1975)Belief, Attitude, Intention a…Identifying gamification factors for digital banking service users in Vietnam: Extending TAM model with gamification and perceived value (2024)Identifying gamification fact…Gamification in mobile shopping applications: A review in terms of technology acceptance model (2023)Gamification in mobile shoppi…Understanding the Intention to Use Virtual Currency in a Gamified E-Commerce Context (2021)Understanding the Intention t…Exploring the relationships between gamification and motivational needs in technology design (2018)Exploring the relationships b…Evaluating the role of gamification and flow in e-consumers: millennials versus generation X (2018)Evaluating the role of gamifi…Self-efficacy mechanism in human agency. (1982)User Acceptance of Computer Technology: A Comparison of Two Theoretical Models (1989)User Acceptance of Information Technology: Toward A Unified View1 (2003)A new criterion for assessing discriminant validity in variance-based structural equation modeling (2014)Coefficient Alpha and the Internal Structure of Tests (1951)Self-efficacy: Toward a unifying theory of behavioral change. (1977)Consumer Acceptance and Use of Information Technology: Extending the Unified Theory of Acceptance and Use of Technology1 (2012)The Presentation of Self in Everyday Life. (1956)Efficient Capital Markets: A Review of Theory and Empirical Work (1970)EFFICIENT CAPITAL MARKETS: A REVIEW OF THEORY AND EMPIRICAL WORK* (1970)Social media? Get serious! Understanding the functional building blocks of social media (2011)Consumer Brand Engagement in Social Media: Conceptualization, Scale Development and Validation (2014)The sharing economy: Why people participate in collaborative consumption (2015)Construct validity in psychological tests. (1955)Significance tests and goodness of fit in the analysis of covariance structures. (1980)The Commitment-Trust Theory of Relationship Marketing (1994)PLS-SEM: Indeed a Silver Bullet (2011)Intrinsic Motivation and Self-Determination in Human Behavior (1985)Social Foundations of Thought and Action : A Social Cognitive Theory (1985)Intrinsic Motivation and Self-Determination in Human Behavior (1988)Motivational Beliefs, Values, and Goals (2002)Technology Acceptance Model 3 and a Research Agenda on Interventions (2008)Intrinsic and extrinsic motivation from a self-determination theory perspective: Definitions, theory, practices, and future directions (2020)From Intentions to Actions: A Theory of Planned Behavior (1985)Common method biases in behavioral research: A critical review of the literature and recommended remedies. (2003)Efficacy of the Theory of Planned Behaviour: A meta‐analytic review (2001)A model of (often mixed) stereotype content: Competence and warmth respectively follow from perceived status and competition. (2002)Using PLS Path Modeling for Assessing Hierarchical Construct Models: Guidelines and Empirical Illustration1 (2009)Trust and TAM in Online Shopping: An Integrated Model1 (2003)On the Evaluation of Structural Equation Models (1988)When to use and how to report the results of PLS-SEM (2018)
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References

  • 1981Evaluating Structural Equation Models with Unobservable Variables and Measurement Error108,884 cited
  • 1991The theory of planned behavior90,729 cited
  • 1989Perceived Usefulness, Perceived Ease of Use, and User Acceptance of Information Technology68,271 cited
  • 1992A power primer.42,571 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
  • 1980Understanding Attitudes and Predicting Social Behavior25,805 cited
  • 2000A Theoretical Extension of the Technology Acceptance Model: Four Longitudinal Field Studies22,991 cited
  • 2000Intrinsic and Extrinsic Motivations: Classic Definitions and New Directions18,652 cited
  • 2009Users of the world, unite! The challenges and opportunities of Social Media17,866 cited
  • 1979Review of Psychometric theory (2nd ed.).11,425 cited
  • 2009\nThe use of partial least squares path modeling in international marketing11,331 cited
  • 1995Understanding Information Technology Usage: A Test of Competing Models8,810 cited
  • 2011From game design elements to gamefulness8,391 cited
  • 2000Determinants of Perceived Ease of Use: Integrating Control, Intrinsic Motivation, and Emotion into the Technology Acceptance Model

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6,658 cited
  • 1992Extrinsic and Intrinsic Motivation to Use Computers in the Workplace 16,231 cited
  • Cited by

    • 2018Evaluating the role of gamification and flow in e-consumers: millennials versus generation X84 cited
    • 2018Exploring the relationships between gamification and motivational needs in technology design44 cited
    • 2023Gamification in mobile shopping applications: A review in terms of technology acceptance model18 cited
    • 2024Identifying gamification factors for digital banking service users in Vietnam: Extending TAM model with gamification and perceived value14 cited
    • 2021Understanding the Intention to Use Virtual Currency in a Gamified E-Commerce Context9 cited