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Do website features matter in an online gamification context? Focusing on the mediating roles of user experience and attitude
16 references·15 citing·43 second hop
Do website features matter in an online gamification context? Focusing on the mediating roles of user experience and attitude (2017)Do website features matter in an online g…Gamifying learning experiences: Practical implications and outcomes (2013)Gamifying learning experience…Customer Experience Creation: Determinants, Dynamics and Management Strategies (2009)Customer Experience Creation:…An empirical comparison of the efficacy of covariance-based and variance-based SEM (2009)An empirical comparison of th…The Job Demands‐Resources model: state of the art (2007)The Job Demands‐Resources mod…Co-creation experiences: The next practice in value creation (2004)Co-creation experiences: The …Why do people play on-line games? An extended TAM with social influences and flow experience (2003)Why do people play on-line ga…Perceived Behavioral Control, Self‐Efficacy, Locus of Control, and the Theory of Planned Behavior 1 (2002)Perceived Behavioral Control,…Consumer perceived value: The development of a multiple item scale (2001)Consumer perceived value: The…Customer value: The next source for competitive advantage (1997)Customer value: The next sour…Understanding Information Technology Usage: A Test of Competing Models (1995)Understanding Information Tec…Work and/or Fun: Measuring Hedonic and Utilitarian Shopping Value (1994)Work and/or Fun: Measuring He…Why we buy what we buy: A theory of consumption values (1991)Why we buy what we buy: A the…Consumer Perceptions of Price, Quality, and Value: A Means-End Model and Synthesis of Evidence (1988)Consumer Perceptions of Price…The Experiential Aspects of Consumption: Consumer Fantasies, Feelings, and Fun (1982)The Experiential Aspects of C…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…Playing with the cultural pilgrimage to stimulate tourism: the xFORMAL project on cultural heritage and informal learning. (2024)Playing with the cultural pil…Playing with the cultural pilgrimage to stimulate tourism: the xFORMAL project on cultural heritage and informal learning. (2024)Playing with the cultural pil…Leveraging Big Data Analytics for Understanding Consumer Behavior in Digital Marketing: A Systematic Review (2024)Leveraging Big Data Analytics…Identifying gamification factors for digital banking service users in Vietnam: Extending TAM model with gamification and perceived value (2024)Identifying gamification fact…The role of gamification, social, hedonic and utilitarian values on e-commerce adoption (2023)The role of gamification, soc…Gamification in tourism research: A systematic review, current insights, and future research avenues (2023)Gamification in tourism resea…A multi-theoretical view on social media continuance intention: Combining theory of planned behavior, expectation-confirmation model and consumption values (2023)A multi-theoretical view on s…Thai undergraduate science, technology, engineering, arts, and math (STEAM) creative thinking and innovation skill development: a conceptual model using a digital virtual classroom learning environment (2022)Thai undergraduate science, t…Emotional mechanics of gamification and value co-creation: the digital platform Nike+ as a B2B2C ecosystem (2022)Emotional mechanics of gamifi…Advocating recycling and encouraging environmentally friendly habits through gamification: An empirical investigation (2021)Advocating recycling and enco…Gamification as a moderator for the impact of intrinsic motivation: Findings from a multigroup field experiment (2020)Gamification as a moderator f…Gamification in Management Education: A Systematic Literature Review (2019)Gamification in Management Ed…"Why pay premium in freemium services?" A study on perceived value, continued use and purchase intentions in free-to-play games (2019)"Why pay premium in freemium …The effect of trust on value on travel websites: enhancing well-being and word-of-mouth among the elderly (2018)The effect of trust on value …How does gamification improve user experience? An empirical investigation on the antecedences and consequences of user experience and its mediating role (2018)How does gamification improve…Perceived Usefulness, Perceived Ease of Use, and User Acceptance of Information Technology (1989)The theory of planned behavior (1991)A Theoretical Extension of the Technology Acceptance Model: Four Longitudinal Field Studies (2000)The DeLone and McLean Model of Information Systems Success: A Ten-Year Update (2003)User Acceptance of Information Technology: Toward A Unified View1 (2003)The Theory of Buyer Behavior (1971)Structure and Functions of Fantasy (1974)An Information Processing Theory of Consumer Choice (1979)The Chain of Effects from Brand Trust and Brand Affect to Brand Performance: The Role of Brand Loyalty (2001)Consumer Acceptance and Use of Information Technology: Extending the Unified Theory of Acceptance and Use of Technology1 (2012)Intrinsic Motivation and Self-Determination in Human Behavior (1985)Stress, social support, and the buffering hypothesis. 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(2016)Information and Consumer Behavior (1970)The nature of human values (1973)A Conceptual Model of Service Quality and Its Implications for Future Research (1985)The Effect of a Market Orientation on Business Profitability (1990)Conceptualizing, Measuring, and Managing Customer-Based Brand Equity (1993)A Paradigm for Developing Better Measures of Marketing Constructs (1979)Using PLS Path Modeling for Assessing Hierarchical Construct Models: Guidelines and Empirical Illustration1 (2009)The Competitive Advantage of Nations (1991)Customer perceived value, satisfaction, and loyalty: The role of switching costs (2004)The four levels of loyalty and the pivotal role of trust: a study of online service dynamics (2004)Value-based Adoption of Mobile Internet: An empirical investigation (2005)Self-efficacy: Toward a unifying theory of behavioral change. (1977)Self-Efficacy: The Exercise of Control (1999)Theory of reasoned action, theory of planned behavior, and the integrated behavioral model (2008)The dragons of inaction: Psychological barriers that limit climate change mitigation and adaptation. (2011)The Influence of Attitudes on Behavior (2018)Competitive Strategy: Techniques for Analyzing Industries and Competitors (1980)The experience economy: work is theatre & every business a stage (1999)Co‐creating unique value with customers (2004)Managing the co-creation of value (2007)Consumer engagement in a virtual brand community: An exploratory analysis (2011)Customer Engagement (2011)Significance tests and goodness of fit in the analysis of covariance structures. (1980)On the Evaluation of Structural Equation Models (1988)A new criterion for assessing discriminant validity in variance-based structural equation modeling (2014)When to use and how to report the results of PLS-SEM (2018)Common method biases in behavioral research: A critical review of the literature and recommended remedies. (2003)
this work references cited by second hop

References

  • 1981Evaluating Structural Equation Models with Unobservable Variables and Measurement Error108,884 cited
  • 1975Belief, Attitude, Intention and Behavior: An Introduction to Theory and Research36,736 cited
  • 1988Consumer Perceptions of Price, Quality, and Value: A Means-End Model and Synthesis of Evidence18,274 cited
  • 2007The Job Demands‐Resources model: state of the art12,956 cited
  • 1995Understanding Information Technology Usage: A Test of Competing Models8,810 cited
  • 1982The Experiential Aspects of Consumption: Consumer Fantasies, Feelings, and Fun8,274 cited
  • 2002Perceived Behavioral Control, Self‐Efficacy, Locus of Control, and the Theory of Planned Behavior 17,621 cited
  • 2001Consumer perceived value: The development of a multiple item scale6,635 cited
  • 2004Co-creation experiences: The next practice in value creation6,502 cited
  • 1994Work and/or Fun: Measuring Hedonic and Utilitarian Shopping Value6,019 cited
  • 1991Why we buy what we buy: A theory of consumption values4,924 cited
  • 1997Customer value: The next source for competitive advantage4,662 cited
  • 2009Customer Experience Creation: Determinants, Dynamics and Management Strategies3,138 cited
  • 2009An empirical comparison of the efficacy of covariance-based and variance-based SEM2,904 cited

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  • 2013Gamifying learning experiences: Practical implications and outcomes2,013 cited
  • 2003Why do people play on-line games? An extended TAM with social influences and flow experience2,006 cited
  • Cited by

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    • 2018How does gamification improve user experience? An empirical investigation on the antecedences and consequences of user experience and its mediating role161 cited
    • 2024Leveraging Big Data Analytics for Understanding Consumer Behavior in Digital Marketing: A Systematic Review153 cited
    • 2022Thai undergraduate science, technology, engineering, arts, and math (STEAM) creative thinking and innovation skill development: a conceptual model using a digital virtual classroom learning environment138 cited
    • 2019Gamification in Management Education: A Systematic Literature Review96 cited
    • 2020Gamification as a moderator for the impact of intrinsic motivation: Findings from a multigroup field experiment84 cited
    • 2018The effect of trust on value on travel websites: enhancing well-being and word-of-mouth among the elderly66 cited
    • 2021Advocating recycling and encouraging environmentally friendly habits through gamification: An empirical investigation65 cited
    • 2023Gamification in tourism research: A systematic review, current insights, and future research avenues52 cited
    • 2023A multi-theoretical view on social media continuance intention: Combining theory of planned behavior, expectation-confirmation model and consumption values46 cited
    • 2023The role of gamification, social, hedonic and utilitarian values on e-commerce adoption41 cited
    • 2022Emotional mechanics of gamification and value co-creation: the digital platform Nike+ as a B2B2C ecosystem29 cited
    • 2024Identifying gamification factors for digital banking service users in Vietnam: Extending TAM model with gamification and perceived value14 cited
    • 2024Playing with the cultural pilgrimage to stimulate tourism: the xFORMAL project on cultural heritage and informal learning.2 cited
    • 2024Playing with the cultural pilgrimage to stimulate tourism: the xFORMAL project on cultural heritage and informal learning.1 cited