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How do avatar attractiveness and customization impact online gamers’ flow and loyalty?
16 references·0 citing·53 second hopsampled
How do avatar attractiveness and customization impact online gamers’ flow and loyalty? (2019)How do avatar attractiveness and customiz…Understanding mobile payment users’ continuance intention: a trust transfer perspective (2018)Understanding mobile payment …Why do people play games? A meta-analysis (2017)Why do people play games? A m…What Is eSports and Why Do People Watch It? (2017)What Is eSports and Why Do Pe…Marketing mix, customer value, and customer loyalty in social commerce (2017)Marketing mix, customer value…Consumer engagement in online brand communities: a solicitation of congruity theory (2017)Consumer engagement in online…Notes from the Editors: Redefining some methodological criteria for the journal⋆ (2015)Notes from the Editors: Redef…Flow Online: Lessons Learned and Future Prospects (2009)Flow Online: Lessons Learned …Conflict and Performance in Global Virtual Teams (2007)Conflict and Performance in G…Young Adults' Wishful Identification With Television Characters: The Role of Perceived Similarity and Character Attributes (2005)Young Adults' Wishful Identif…The Social Identity Theory of Intergroup Behavior (2004)The Social Identity Theory of…Student engagement in high school classrooms from the perspective of flow theory. (2003)Student engagement in high sc…Common method biases in behavioral research: A critical review of the literature and recommended remedies. (2003)Common method biases in behav…Time Flies When You’re Having Fun: Cognitive Absorption and Beliefs About Information Technology Usage1 (2000)Time Flies When You’re Having…Measuring the Customer Experience in Online Environments: A Structural Modeling Approach (2000)Measuring the Customer Experi…A power primer. (1992)A power primer.Making Sense of Television: The Psychology of Audience Interpretation (1989)Making Sense of Television: T…Self-efficacy: Toward a unifying theory of behavioral change. 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(1990)Alternative Ways of Assessing Model Fit (1992)Applying the Technology Acceptance Model and Flow Theory to Online Consumer Behavior (2002)Customer Experience Creation: Determinants, Dynamics and Management Strategies (2009)Using PLS Path Modeling for Assessing Hierarchical Construct Models: Guidelines and Empirical Illustration1 (2009)Apprenticeship in thinking: cognitive development in social context (1990)Flow: the psychology of optimal experience (1990)Handbook of Positive Psychology (2001)The Measurement of Student Engagement: A Comparative Analysis of Various Methods and Student Self-report Instruments (2012)Challenging games help students learn: An empirical study on engagement, flow and immersion in game-based learning (2015)Does gamification improve student learning outcome? Evidence from a meta-analysis and synthesis of qualitative data in educational contexts (2020)Structural Equations with Latent Variables (1989)Estimation issues with PLS and CBSEM: Where the bias lies! (2016)Testing and Controlling for Common Method Variance: A Review of Available Methods (2017)Dealing with endogeneity bias: The generalized method of moments (GMM) for panel data (2018)User Acceptance of Computer Technology: A Comparison of Two Theoretical Models (1989)Why do people watch others play video games? An empirical study on the motivations of Twitch users (2016)Social motivations of live-streaming viewer engagement on Twitch (2018)
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References

  • 2003Common method biases in behavioral research: A critical review of the literature and recommended remedies.84,999 cited
  • 1992A power primer.44,746 cited
  • 2004The Social Identity Theory of Intergroup Behavior13,600 cited
  • 2000Time Flies When You’re Having Fun: Cognitive Absorption and Beliefs About Information Technology Usage14,763 cited
  • 2000Measuring the Customer Experience in Online Environments: A Structural Modeling Approach3,330 cited
  • 2003Student engagement in high school classrooms from the perspective of flow theory.1,358 cited
  • 2017What Is eSports and Why Do People Watch It?1,326 cited
  • 2009Flow Online: Lessons Learned and Future Prospects1,019 cited
  • 2005Young Adults' Wishful Identification With Television Characters: The Role of Perceived Similarity and Character Attributes735 cited
  • 2015Notes from the Editors: Redefining some methodological criteria for the journal⋆500 cited
  • 2017Consumer engagement in online brand communities: a solicitation of congruity theory423 cited
  • 2018Understanding mobile payment users’ continuance intention: a trust transfer perspective398 cited
  • 2017Marketing mix, customer value, and customer loyalty in social commerce371 cited
  • 2017Why do people play games? A meta-analysis359 cited

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  • 1989Making Sense of Television: The Psychology of Audience Interpretation332 cited
  • 2007Conflict and Performance in Global Virtual Teams307 cited
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