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Online Video Games Adoption: Toward an Online Game Adoption Model
15 references·2 citing·46 second hop
Online Video Games Adoption: Toward an Online Game Adoption Model (2019)Online Video Games Adoption: Toward an On…Loyalty towards online games, gaming addiction, and purchase intention towards online mobile in-game features (2018)Loyalty towards online games,…Understanding Reliability and Validity in Qualitative Research (2015)Understanding Reliability and…Consumer Acceptance and Use of Information Technology: Extending the Unified Theory of Acceptance and Use of Technology1 (2012)Consumer Acceptance and Use o…Construct Validity Examination of Critical Thinking Dispositions for Undergraduate Students in University Putra Malaysia (2012)Construct Validity Examinatio…Modeling the electronic transactions acceptance using an extended technology acceptance model (2011)Modeling the electronic trans…e-Learning in the Saudi tertiary education: Potential and challenges (2011)e-Learning in the Saudi terti…An investigation into the acceptance of online banking in Saudi Arabia (2008)An investigation into the acc…Information technology (IT) in Saudi Arabia: Culture and the acceptance and use of IT (2007)Information technology (IT) i…Efficacy of a planned behavior model: Beliefs that contribute to computer usage intentions of student teachers and experienced teachers (2007)Efficacy of a planned behavio…Industry Evolution and Cross-Sectoral Skill Transfers: A Comparative Analysis of the Video Game Industry in Japan, the United States, and the United Kingdom (2006)Industry Evolution and Cross-…Value-based Adoption of Mobile Internet: An empirical investigation (2005)Value-based Adoption of Mobil…Why People Continue to Play Online Games: In Search of Critical Design Factors to Increase Customer Loyalty to Online Contents (2004)Why People Continue to Play O…Hardware gimmick or cultural innovation? Technological, cultural, and social foundations of the Japanese video game industry (2003)Hardware gimmick or cultural …Health Behavior and Health Education: Theory, Research, and Practice (1992)Health Behavior and Health Ed…Perceived Usefulness, Perceived Ease of Use, and User Acceptance of Information Technology (1989)Perceived Usefulness, Perceiv…Examining the influential factors on the intention to use emulator applications among Gen Z: Integrating UTAUT2 and TPB for strategic insights into nostalgic gaming adoption and technology acceptance (2025)Examining the influential fac…Factors Influencing Health Wearables Adoption and Usage in Saudi Arabia (2020)Factors Influencing Health We…Belief, Attitude, Intention and Behavior: An Introduction to Theory and Research (1975)Self-efficacy mechanism in human agency. 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(1983)Economic Action and Social Structure: The Problem of Embeddedness (1985)The Professional Identity of Gameworkers (2007)Psychosocial causes and consequences of online video game play (2014)Game Changer: The Topology of Creativity (2016)Prospect Theory: An Analysis of Decision under Risk (1979)User Acceptance of Information Technology: Toward A Unified View1 (2003)Why people use social networking sites: An empirical study integrating network externalities and motivation theory (2011)Factors influencing acceptance of technology for aging in place: A systematic review (2014)Human Problem Solving (1972)Flow: the psychology of optimal experience (1990)Information Rules: A Strategic Guide to the Network Economy (2000)Consumer behavior in online game communities: A motivational factor perspective (2005)Understanding Online Gaming Addiction and Treatment Issues for Adolescents (2009)Why smartphone advertising attracts customers: A model of Web advertising, flow, and personalization (2014)Assessing Construct Validity in Organizational Research (1991)Whence Consumer Loyalty? 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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)Mobile-banking adoption by Iranian bank clients (2012)Examining factors influencing Jordanian customers’ intentions and adoption of internet banking: Extending UTAUT2 with risk (2017)Consumer use of mobile banking (M-Banking) in Saudi Arabia: Towards an integrated model (2018)AN ECOLOGICAL APPROACH TO CREATING ACTIVE LIVING COMMUNITIES (2005)Ecological models of health behavior. (2008)The Role of Behavioral Science Theory in Development and Implementation of Public Health Interventions (2010)
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References

  • 1989Perceived Usefulness, Perceived Ease of Use, and User Acceptance of Information Technology68,271 cited
  • 2012Consumer Acceptance and Use of Information Technology: Extending the Unified Theory of Acceptance and Use of Technology115,720 cited
  • 1992Health Behavior and Health Education: Theory, Research, and Practice13,207 cited
  • 2015Understanding Reliability and Validity in Qualitative Research5,158 cited
  • 2005Value-based Adoption of Mobile Internet: An empirical investigation2,084 cited
  • 2007Information technology (IT) in Saudi Arabia: Culture and the acceptance and use of IT743 cited
  • 2004Why People Continue to Play Online Games: In Search of Critical Design Factors to Increase Customer Loyalty to Online Contents683 cited
  • 2008An investigation into the acceptance of online banking in Saudi Arabia638 cited
  • 2003Hardware gimmick or cultural innovation? Technological, cultural, and social foundations of the Japanese video game industry219 cited
  • 2018Loyalty towards online games, gaming addiction, and purchase intention towards online mobile in-game features180 cited
  • 2007Efficacy of a planned behavior model: Beliefs that contribute to computer usage intentions of student teachers and experienced teachers154 cited
  • 2011Modeling the electronic transactions acceptance using an extended technology acceptance model143 cited
  • 2006Industry Evolution and Cross-Sectoral Skill Transfers: A Comparative Analysis of the Video Game Industry in Japan, the United States, and the United Kingdom

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135 cited
  • 2011e-Learning in the Saudi tertiary education: Potential and challenges126 cited
  • 2012Construct Validity Examination of Critical Thinking Dispositions for Undergraduate Students in University Putra Malaysia63 cited
  • Cited by

    • 2020Factors Influencing Health Wearables Adoption and Usage in Saudi Arabia7 cited
    • 2025Examining the influential factors on the intention to use emulator applications among Gen Z: Integrating UTAUT2 and TPB for strategic insights into nostalgic gaming adoption and technology acceptance6 cited