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Validation of EGameFlow
16 references·0 citing·39 second hop
Validation of EGameFlow (2018)Validation of EGameFlowMeasuring and defining the experience of immersion in games (2008)Measuring and defining the ex…GameFlow (2005)GameFlowA Practical Guide To Factorial Validity Using PLS-Graph: Tutorial And Annotated Example (2005)A Practical Guide To Factoria…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…SURVEY RESEARCH (1999)SURVEY RESEARCHDevelopment and Validation of a Scale to Measure Optimal Experience: The Flow State Scale (1996)Development and Validation of…Flow: The Psychology of Optimal Experience (1991)Flow: The Psychology of Optim…Flow: the psychology of optimal experience (1990)Flow: the psychology of optim…Perceived Usefulness, Perceived Ease of Use, and User Acceptance of Information Technology (1989)Perceived Usefulness, Perceiv…An Updated Paradigm for Scale Development Incorporating Unidimensionality and Its Assessment (1988)An Updated Paradigm for Scale…Representing and Testing Organizational Theories: A Holistic Construal (1982)Representing and Testing Orga…Hedonic Consumption: Emerging Concepts, Methods and Propositions (1982)Hedonic Consumption: Emerging…Toward a Theory of Intrinsically Motivating Instruction* (1981)Toward a Theory of Intrinsica…Evaluating Structural Equation Models with Unobservable Variables and Measurement Error (1981)Evaluating Structural Equatio…Review of Psychometric theory (2nd ed.). (1979)Review of Psychometric theory…Structural equation modeling in practice: A review and recommended two-step approach. (1988)Lateral Collinearity and Misleading Results in Variance-Based SEM: An Illustration and Recommendations (2012)A new criterion for assessing discriminant validity in variance-based structural equation modeling (2014)Partial least squares structural equation modeling in HRM research (2018)Belief, Attitude, Intention and Behavior: An Introduction to Theory and Research (1975)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)Coefficient Alpha and the Internal Structure of Tests (1951)A Paradigm for Developing Better Measures of Marketing Constructs (1979)Exploring internal stickiness: Impediments to the transfer of best practice within the firm (1996)Structural Equation Modeling and Regression: Guidelines for Research Practice (2000)Trust and TAM in Online Shopping: An Integrated Model1 (2003)Flow. The Psychology of Optimal Experience. New York (HarperPerennial) 1990. (1990)From game design elements to gamefulness (2011)Gamification. using game-design elements in non-gaming contexts (2011)A systematic literature review of empirical evidence on computer games and serious games (2012)A Theoretical Extension of the Technology Acceptance Model: Four Longitudinal Field Studies (2000)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)Does Gamification Work? -- A Literature Review of Empirical Studies on Gamification (2014)A General Approach to Confirmatory Maximum Likelihood Factor Analysis (1969)Intraclass Reliability Estimates: Testing Structural Assumptions (1974)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)The Standard Edition of the Complete Psychological Works of Sigmund Freud (1953)Toward a Psychology of Being (1962)Work and/or Fun: Measuring Hedonic and Utilitarian Shopping Value (1994)The Chain of Effects from Brand Trust and Brand Affect to Brand Performance: The Role of Brand Loyalty (2001)Understanding Customer Experience Throughout the Customer Journey (2016)Advances in Consumer Research (2025)Common method biases in behavioral research: A critical review of the literature and recommended remedies. (2003)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)Toward a psychology of positive youth development. (2000)Psychological flexibility as a fundamental aspect of health (2010)Customer Engagement (2011)
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References

  • 1981Evaluating Structural Equation Models with Unobservable Variables and Measurement Error113,385 cited
  • 1989Perceived Usefulness, Perceived Ease of Use, and User Acceptance of Information Technology75,250 cited
  • 1990Flow: the psychology of optimal experience12,655 cited
  • 1979Review of Psychometric theory (2nd ed.).11,466 cited
  • 1991Flow: The Psychology of Optimal Experience9,449 cited
  • 1988An Updated Paradigm for Scale Development Incorporating Unidimensionality and Its Assessment6,298 cited
  • 1982Hedonic Consumption: Emerging Concepts, Methods and Propositions5,649 cited
  • 2004User Acceptance of Hedonic Information Systems13,891 cited
  • 2005A Practical Guide To Factorial Validity Using PLS-Graph: Tutorial And Annotated Example3,307 cited
  • 2005GameFlow2,365 cited
  • 1981Toward a Theory of Intrinsically Motivating Instruction*2,305 cited
  • 2008Measuring and defining the experience of immersion in games2,207 cited
  • 1982Representing and Testing Organizational Theories: A Holistic Construal2,062 cited
  • 2003Why do people play on-line games? An extended TAM with social influences and flow experience2,016 cited
  • 1999SURVEY RESEARCH1,852 cited

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  • 1996Development and Validation of a Scale to Measure Optimal Experience: The Flow State Scale1,664 cited
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