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Consumers’ Resistance and Continued Use Intention of Self-service Kiosk
16 references·0 citing·51 second hopsampled
Consumers’ Resistance and Continued Use Intention of Self-service Kiosk (2020)Consumers’ Resistance and Continued Use I…Predictors of customer acceptance of and resistance to smart technologies in the retail sector (2018)Predictors of customer accept…How gamification marketing activities motivate desirable consumer behaviors: Focusing on the role of brand love (2018)How gamification marketing ac…Transforming homo economicus into homo ludens: A field experiment on gamification in a utilitarian peer-to-peer trading service (2013)Transforming homo economicus …Only If It Is Convenient (2012)Only If It Is ConvenientHigh Tech and High Touch (2012)High Tech and High TouchDefining gamification (2012)Defining gamificationConsumer Acceptance and Use of Information Technology: Extending the Unified Theory of Acceptance and Use of Technology1 (2012)Consumer Acceptance and Use o…SERVCON: development and validation of a multidimensional service convenience scale (2007)SERVCON: development and vali…Understanding consumer motivation and behavior related to self‐scanning in retailing (2003)Understanding consumer motiva…The influence of technology anxiety on consumer use and experiences with self-service technologies (2003)The influence of technology a…Predicting e-services adoption: a perceived risk facets perspective (2003)Predicting e-services adoptio…Understanding Service Convenience (2002)Understanding Service Conveni…An Attitudinal Model of Technology-Based Self-Service: Moderating Effects of Consumer Traits and Situational Factors (2002)An Attitudinal Model of Techn…An empirical analysis of the antecedents of electronic commerce service continuance (2001)An empirical analysis of the …Predicting User Intentions: Comparing the Technology Acceptance Model with the Theory of Planned Behavior (1991)Predicting User Intentions: C…Differentiating between cognitive and sensory innovativeness (1990)Differentiating between cogni…Belief, Attitude, Intention and Behavior: An Introduction to Theory and Research (1975)Understanding Attitudes and Predicting Social Behavior (1980)Perceived Usefulness, Perceived Ease of Use, and User Acceptance of Information Technology (1989)Efficacy of the Theory of Planned Behaviour: A meta‐analytic review (2001)Self-efficacy: Toward a unifying theory of behavioral change. (1977)The theory of planned behavior (1991)Choosing among Alternative Service Delivery Modes: An Investigation of Customer Trial of Self-Service Technologies (2005)Intentions to Use Mobile Services: Antecedents and Cross-Service Comparisons (2005)The Legacy of the Technology Acceptance Model and a Proposal for a Paradigm Shift. (2007)Servicescapes: The Impact of Physical Surroundings on Customers and Employees (1992)Conceptualizing, Measuring, and Managing Customer-Based Brand Equity (1993)Do Satisfied Customers Buy More? Examining Moderating Influences in a Retailing Context (2005)An empirical examination of factors influencing the intention to use mobile payment (2009)Measuring consumer perceptions of online shopping convenience (2013)Advances in Consumer Research (2025)On the Evaluation of Structural Equation Models (1988)The Behavioral Consequences of Service Quality (1996)A Critical Review of Construct Indicators and Measurement Model Misspecification in Marketing and Consumer Research (2003)Measuring Tourists’ Emotional Experiences (2014)Online brand community engagement: Scale development and validation (2014)Service quality, service convenience, price and fairness, customer loyalty, and the mediating role of customer satisfaction (2015)Intrinsic Motivation and Self-Determination in Human Behavior (1985)Do badges increase user activity? A field experiment on the effects of gamification (2015)Why do people use gamification services? (2015)What Is eSports and Why Do People Watch It? (2017)Flow: the psychology of optimal experience (1990)Evolving to a New Dominant Logic for Marketing (2003)From game design elements to gamefulness (2011)Demographic differences in perceived benefits from gamification (2014)Towards understanding the effects of individual gamification elements on intrinsic motivation and performance (2015)A definition for gamification: anchoring gamification in the service marketing literature (2016)A Theory of Cognitive Dissonance (1957)User Acceptance of Computer Technology: A Comparison of Two Theoretical Models (1989)The effects of post-adoption beliefs on the expectation-confirmation model for information technology continuance (2006)Understanding e-learning continuance intention: An extension of the Technology Acceptance Model (2006)Explaining and predicting users’ continuance intention toward e-learning: An extension of the expectation–confirmation model (2009)A Cognitive Model of the Antecedents and Consequences of Satisfaction Decisions (1980)Understanding Information Technology Usage: A Test of Competing Models (1995)An Updated and Streamlined Technology Readiness Index (2014)PERSPECTIVE: Older Adults' Adoption of Technology: An Integrated Approach to Identifying Determinants and Barriers (2014)Understanding factors influencing the adoption of mHealth by the elderly: An extension of the UTAUT model (2017)Diffusion of Innovations 1 (2019)Evaluating Structural Equation Models with Unobservable Variables and Measurement Error (1981)Consumer Acceptance of Electronic Commerce: Integrating Trust and Risk with the Technology Acceptance Model (2003)A meta-analysis of the technology acceptance model (2006)Technology acceptance model: a literature review from 1986 to 2013 (2014)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)User Acceptance of Information Technology: Toward A Unified View1 (2003)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)
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References

  • 2012Consumer Acceptance and Use of Information Technology: Extending the Unified Theory of Acceptance and Use of Technology115,720 cited
  • 1991Predicting User Intentions: Comparing the Technology Acceptance Model with the Theory of Planned Behavior4,215 cited
  • 2003Predicting e-services adoption: a perceived risk facets perspective3,346 cited
  • 2002An Attitudinal Model of Technology-Based Self-Service: Moderating Effects of Consumer Traits and Situational Factors1,895 cited
  • 2002Understanding Service Convenience1,613 cited
  • 2001An empirical analysis of the antecedents of electronic commerce service continuance1,441 cited
  • 2003The influence of technology anxiety on consumer use and experiences with self-service technologies1,244 cited
  • 2012Defining gamification1,155 cited
  • 2013Transforming homo economicus into homo ludens: A field experiment on gamification in a utilitarian peer-to-peer trading service687 cited
  • 2007SERVCON: development and validation of a multidimensional service convenience scale502 cited
  • 1990Differentiating between cognitive and sensory innovativeness367 cited
  • 2018How gamification marketing activities motivate desirable consumer behaviors: Focusing on the role of brand love357 cited
  • 2012High Tech and High Touch334 cited
  • 2018Predictors of customer acceptance of and resistance to smart technologies in the retail sector

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322 cited
  • 2003Understanding consumer motivation and behavior related to self‐scanning in retailing321 cited
  • 2012Only If It Is Convenient305 cited
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