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Using an extended Technology Acceptance Model in exploring antecedents to adopting fantasy sports league websites
16 references·10 citing·22 second hop
Using an extended Technology Acceptance Model in exploring antecedents to adopting fantasy sports league websites (2011)Using an extended Technology Acceptance M…User Acceptance of Hedonic Information Systems1 (2004)User Acceptance of Hedonic In…Why do people play on-line games? An extended TAM with social influences and flow experience (2003)Why do people play on-line ga…Measuring the Hedonic and Utilitarian Dimensions of Consumer Attitude (2003)Measuring the Hedonic and Uti…Hedonic and utilitarian motivations for online retail shopping behavior (2001)Hedonic and utilitarian motiv…Extending the TAM for a World-Wide-Web context (2001)Extending the TAM for a World…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…Social Cognitive Theory and Individual Reactions to Computing Technology: A Longitudinal Study1 (1999)Social Cognitive Theory and I…Information Technology Adoption Across Time: A Cross-Sectional Comparison of Pre-Adoption and Post-Adoption Beliefs1 (1999)Information Technology Adopti…User acceptance of information technology: system characteristics, user perceptions and behavioral impacts (1993)User acceptance of informatio…User Acceptance of Computer Technology: A Comparison of Two Theoretical Models (1989)User Acceptance of Computer T…Perceived Usefulness, Perceived Ease of Use, and User Acceptance of Information Technology (1989)Perceived Usefulness, Perceiv…The Experiential Aspects of Consumption: Consumer Fantasies, Feelings, and Fun (1982)The Experiential Aspects of C…Hedonic Consumption: Emerging Concepts, Methods and Propositions (1982)Hedonic Consumption: Emerging…Understanding Attitudes and Predicting Social Behavior (1980)Understanding Attitudes and P…Belief, Attitude, Intention and Behavior: An Introduction to Theory and Research (1975)Belief, Attitude, Intention a…Consumer adoption of virtual reality for spectator sport: an adopter categorization based on the diffusion of innovation and uses and gratification theories (2024)Consumer adoption of virtual …Sport spectator adoption of technological innovations: a behavioral reasoning analysis of fan experience apps (2021)Sport spectator adoption of t…The Promotion of Physical Activity from Digital Services: Influence of E-Lifestyles on Intention to Use Fitness Apps (2020)The Promotion of Physical Act…Factors affecting spectators’ adoption of digital ticketing: the case of interscholastic sports (2020)Factors affecting spectators’…Contraste de un modelo de red intencional (2016)Contraste de un modelo de red…Contraste De Un Modelo De Ciberconsumo (2015)Contraste De Un Modelo De Cib…A conceptual framework for the adoption of smartphones in a sports context (2015)A conceptual framework for th…Customer productivity in technology-based self-service of virtual golf simulators (2014)Customer productivity in tech…Factor Affecting the Computerised Accounting System (CAS) Usage in Public Sector (2013)Factor Affecting the Computer…The usage of technology among education students in University Utara Malaysia: An application of extended Technology Acceptance Model (2012)The usage of technology among…Self-efficacy mechanism in human agency. (1982)User Acceptance of Information Technology: Toward A Unified View1 (2003)A new criterion for assessing discriminant validity in variance-based structural equation modeling (2014)The Theory of Buyer Behavior (1971)Structure and Functions of Fantasy (1974)An Information Processing Theory of Consumer Choice (1979)Consumer perceived value: The development of a multiple item scale (2001)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)The theory of planned behavior (1991)Design science in information systems research (2004)Design Science in Information Systems Research1 (2004)The Standard Edition of the Complete Psychological Works of Sigmund Freud (1953)Work and/or Fun: Measuring Hedonic and Utilitarian Shopping Value (1994)Understanding Customer Experience Throughout the Customer Journey (2016)Advances in Consumer Research (2025)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)Understanding Information Technology Usage: A Test of Competing Models (1995)Technology Acceptance Model 3 and a Research Agenda on Interventions (2008)Does Gamification Work? -- A Literature Review of Empirical Studies on Gamification (2014)Trust and TAM in Online Shopping: An Integrated Model1 (2003)
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References

  • 1989Perceived Usefulness, Perceived Ease of Use, and User Acceptance of Information Technology68,271 cited
  • 1975Belief, Attitude, Intention and Behavior: An Introduction to Theory and Research36,736 cited
  • 1980Understanding Attitudes and Predicting Social Behavior25,805 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
  • 1982The Experiential Aspects of Consumption: Consumer Fantasies, Feelings, and Fun8,274 cited
  • 2000Determinants of Perceived Ease of Use: Integrating Control, Intrinsic Motivation, and Emotion into the Technology Acceptance Model6,658 cited
  • 1982Hedonic Consumption: Emerging Concepts, Methods and Propositions5,610 cited
  • 1993User acceptance of information technology: system characteristics, user perceptions and behavioral impacts4,751 cited
  • 2004User Acceptance of Hedonic Information Systems13,849 cited
  • 2001Extending the TAM for a World-Wide-Web context3,801 cited
  • 1999Information Technology Adoption Across Time: A Cross-Sectional Comparison of Pre-Adoption and Post-Adoption Beliefs13,697 cited
  • 2001Hedonic and utilitarian motivations for online retail shopping behavior3,219 cited
  • 1999Social Cognitive Theory and Individual Reactions to Computing Technology: A Longitudinal Study1

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2,517 cited
  • 2003Measuring the Hedonic and Utilitarian Dimensions of Consumer Attitude2,151 cited
  • 2003Why do people play on-line games? An extended TAM with social influences and flow experience2,006 cited
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    • 2020Factors affecting spectators’ adoption of digital ticketing: the case of interscholastic sports30 cited
    • 2012The usage of technology among education students in University Utara Malaysia: An application of extended Technology Acceptance Model26 cited
    • 2013Factor Affecting the Computerised Accounting System (CAS) Usage in Public Sector16 cited
    • 2024Consumer adoption of virtual reality for spectator sport: an adopter categorization based on the diffusion of innovation and uses and gratification theories13 cited
    • 2014Customer productivity in technology-based self-service of virtual golf simulators11 cited
    • 2015Contraste De Un Modelo De Ciberconsumo8 cited
    • 2016Contraste de un modelo de red intencional4 cited