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Retailing Mobile App Usefulness
16 references·2 citing·39 second hop
Retailing Mobile App Usefulness (2018)Retailing Mobile App UsefulnessPartial least squares structural equation modeling in HRM research (2018)Partial least squares structu…The Future of Retailing (2017)The Future of RetailingHow gamification motivates: An experimental study of the effects of specific game design elements on psychological need satisfaction (2016)How gamification motivates: A…Gamification for health and wellbeing: A systematic review of the literature (2016)Gamification for health and w…A definition for gamification: anchoring gamification in the service marketing literature (2016)A definition for gamification…Does Gamification Work? -- A Literature Review of Empirical Studies on Gamification (2014)Does Gamification Work? -- A …Understanding the Internet banking adoption: A unified theory of acceptance and use of technology and perceived risk application (2013)Understanding the Internet ba…Consumer Acceptance and Use of Information Technology: Extending the Unified Theory of Acceptance and Use of Technology1 (2012)Consumer Acceptance and Use o…Gamification. using game-design elements in non-gaming contexts (2011)Gamification. using game-desi…Social Interactions in Massively Multiplayer Online Role-Playing Gamers (2007)Social Interactions in Massiv…Consumer acceptance of online banking: an extension of the technology acceptance model (2004)Consumer acceptance of online…User Acceptance of Information Technology: Toward A Unified View1 (2003)User Acceptance of Informatio…Extending the TAM for a World-Wide-Web context (2001)Extending the TAM for a World…An Integrative Model of Organizational Trust (1995)An Integrative Model of Organ…An Integrative Model Of Organizational Trust (1995)An Integrative Model Of Organ…Evaluating Structural Equation Models with Unobservable Variables and Measurement Error (1981)Evaluating Structural Equatio…IMPACT OF SOCIAL MEDIA ON DECISION-MAKING BEHAVIOR OF PUTAOJIU TOURISTS: THE NEGATIVE MODERATING ROLE OF OBJECTIVE KNOWLEDGE (2026)IMPACT OF SOCIAL MEDIA ON DEC…Connecting Mobile Application Features with Perceived Benefits in Determining Post-adoption Behaviour (2021)Connecting Mobile Application…The theory of planned behavior (1991)Self-determination theory and the facilitation of intrinsic motivation, social development, and well-being. (2000)From game design elements to gamefulness (2011)Assessing the effects of gamification in the classroom: A longitudinal study on intrinsic motivation, social comparison, satisfaction, effort, and academic performance (2014)The Rise of Motivational Information Systems: A Review of Gamification Research (2017)Perceived Usefulness, Perceived Ease of Use, and User Acceptance of Information Technology (1989)Older Adults' Reasons for Using Technology while Aging in Place (2015)Diffusion of Innovations 1 (2019)Belief, Attitude, Intention and Behavior: An Introduction to Theory and Research (1975)Intrinsic Motivation and Self-Determination in Human Behavior (1985)Consumer Acceptance of Electronic Commerce: Integrating Trust and Risk with the Technology Acceptance Model (2003)Trust and TAM in Online Shopping: An Integrated Model1 (2003)User Acceptance of Hedonic Information Systems1 (2004)Theory of the firm: Managerial behavior, agency costs and ownership structure (1976)The Evolution of Cooperation (1981)Economic Action and Social Structure: The Problem of Embeddedness (1985)Not So Different After All: A Cross-Discipline View Of Trust (1998)Psychological Safety and Learning Behavior in Work Teams (1999)The need to belong: Desire for interpersonal attachments as a fundamental human motivation. (1995)The "What" and "Why" of Goal Pursuits: Human Needs and the Self-Determination of Behavior (2000)The Gamification of Learning: a Meta-analysis (2019)Basic psychological need theory: Advancements, critical themes, and future directions (2020)The impact of gamification on learning and instruction: A systematic review of empirical evidence (2020)PLS-SEM: Indeed a Silver Bullet (2011)A new criterion for assessing discriminant validity in variance-based structural equation modeling (2014)A primer on partial least squares structural equation modeling (PLS-SEM) (2015)Rethinking some of the rethinking of partial least squares (2019)Sample Size for Survey Research: Review and Recommendations (2020)Partial Least Squares Structural Equation Modeling (2021)A Theoretical Extension of the Technology Acceptance Model: Four Longitudinal Field Studies (2000)Why Don’t Men Ever Stop to Ask for Directions? Gender, Social Influence, and Their Role in Technology Acceptance and Usage Behavior1 (2000)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)Significance tests and goodness of fit in the analysis of covariance structures. (1980)On the Evaluation of Structural Equation Models (1988)When to use and how to report the results of PLS-SEM (2018)Gamification in theory and action: A survey (2014)Developing and Validating Trust Measures for e-Commerce: An Integrative Typology (2002)Trust in leadership: Meta-analytic findings and implications for research and practice. (2002)
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References

  • 1981Evaluating Structural Equation Models with Unobservable Variables and Measurement Error108,884 cited
  • 2003User Acceptance of Information Technology: Toward A Unified View144,945 cited
  • 2012Consumer Acceptance and Use of Information Technology: Extending the Unified Theory of Acceptance and Use of Technology115,720 cited
  • 1995An Integrative Model Of Organizational Trust15,026 cited
  • 1995An Integrative Model of Organizational Trust10,705 cited
  • 2014Does Gamification Work? -- A Literature Review of Empirical Studies on Gamification5,197 cited
  • 2001Extending the TAM for a World-Wide-Web context3,801 cited
  • 2011Gamification. using game-design elements in non-gaming contexts2,412 cited
  • 2016How gamification motivates: An experimental study of the effects of specific game design elements on psychological need satisfaction2,059 cited
  • 2018Partial least squares structural equation modeling in HRM research1,937 cited
  • 2004Consumer acceptance of online banking: an extension of the technology acceptance model1,772 cited
  • 2013Understanding the Internet banking adoption: A unified theory of acceptance and use of technology and perceived risk application1,442 cited
  • 2016Gamification for health and wellbeing: A systematic review of the literature1,233 cited
  • 2017The Future of Retailing

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1,192 cited
  • 2016A definition for gamification: anchoring gamification in the service marketing literature1,089 cited
  • 2007Social Interactions in Massively Multiplayer Online Role-Playing Gamers1,028 cited
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    • 2021Connecting Mobile Application Features with Perceived Benefits in Determining Post-adoption Behaviour9 cited
    • 2026IMPACT OF SOCIAL MEDIA ON DECISION-MAKING BEHAVIOR OF PUTAOJIU TOURISTS: THE NEGATIVE MODERATING ROLE OF OBJECTIVE KNOWLEDGE0 cited