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Factors Affecting Woman's Continuance Intention for Mobile Games
16 references·0 citing·39 second hopsampled
Factors Affecting Woman's Continuance Intention for Mobile Games (2020)Factors Affecting Woman's Continuance Int…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…Mobile application driven consumer engagement (2017)Mobile application driven con…An adoption framework for mobile augmented reality games: The case of Pokémon Go (2017)An adoption framework for mob…What drives in-app purchase intention for mobile games? An examination of perceived values and loyalty (2016)What drives in-app purchase i…The effect of flow experience on player loyalty in mobile game application (2016)The effect of flow experience…Why do people use gamification services? (2015)Why do people use gamificatio…Why do people buy virtual goods? Attitude toward virtual good purchases versus game enjoyment (2015)Why do people buy virtual goo…Modeling hedonic is continuance through the uses and gratifications theory: An empirical study in online games (2015)Modeling hedonic is continuan…Why do people play mobile social games? An examination of network externalities and of uses and gratifications (2014)Why do people play mobile soc…The effects of hedonic/utilitarian expectations and social influence on continuance intention to play online games (2014)The effects of hedonic/utilit…Determinants of player acceptance of mobile social network games: An application of extended technology acceptance model (2013)Determinants of player accept…An empirical investigation of mobile data service continuance: Incorporating the theory of planned behavior into the expectation–confirmation model (2010)An empirical investigation of…The role of Internet addiction in online game loyalty: an exploratory study (2008)The role of Internet addictio…Determinants of accepting wireless mobile data services in China (2008)Determinants of accepting wir…Assessment of Fit in Overidentified Models with Latent Variables (1987)Assessment of Fit in Overiden…Evaluating Structural Equation Models with Unobservable Variables and Measurement Error (1981)The theory of planned behavior (1991)Cutoff criteria for fit indexes in covariance structure analysis: Conventional criteria versus new alternatives (1999)Students' expectation, satisfaction, and continuance intention to use digital textbooks (2016)An integrated framework for the adoption and continuance intention to use mobile payment apps (2019)How pre-adoption expectancies shape post-adoption continuance intentions: An extended expectation-confirmation model (2020)Perceived Usefulness, Perceived Ease of Use, and User Acceptance of Information Technology (1989)NFC mobile credit card: The next frontier of mobile payment? (2013)Persuasive messages, popularity cohesion, and message diffusion in social media marketing (2014)How perceived value drives the use of mobile financial services apps (2018)Diffusion of Innovations 1 (2019)Simultaneous Factor Analysis in Several Populations (1971)Significance tests and goodness of fit in the analysis of covariance structures. (1980)Asymptotically distribution‐free methods for the analysis of covariance structures (1984)CONFLICT MANAGEMENT, EFFICACY, AND PERFORMANCE IN ORGANIZATIONAL TEAMS (2000)A Study of Experiential Quality, Experiential Value, Experiential Satisfaction, Theme Park Image, and Revisit Intention (2014)Assessing the Validity and Reliability of a Measurement Model in Structural Equation Modeling (SEM) (2016)User Acceptance of Information Technology: Toward A Unified View1 (2003)Analysing the acceptation of online games in mobile devices: An application of UTAUT2 (2019)To shop or not: Understanding Chinese consumers’ live-stream shopping intentions from the perspectives of uses and gratifications, perceived network size, perceptions of digital celebrities, and shopping orientations (2021)Common method biases in behavioral research: A critical review of the literature and recommended remedies. (2003)Promoting sales of online games through customer engagement (2015)Why do players buy in-game content? An empirical study on concrete purchase motivations (2016)"Why pay premium in freemium services?" A study on perceived value, continued use and purchase intentions in free-to-play games (2019)Principles and Practice of Structural Equation Modeling (2012)Loyalty towards online games, gaming addiction, and purchase intention towards online mobile in-game features (2018)Marketing research on Mobile apps: past, present and future (2021)Structural equation modeling in practice: A review and recommended two-step approach. (1988)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)eSports – Competitive sports or recreational activity? (2017)Social motivations of live-streaming viewer engagement on Twitch (2018)The effect of characteristics of source credibility on consumer behaviour: A meta-analysis (2019)Does gamification affect brand engagement and equity? A study in online brand communities (2020)We ARe at home: How augmented reality reshapes mobile marketing and consumer-brand relationships (2018)Social media engagement behavior (2019)Consumer decision‐making in omnichannel retailing: Literature review and future research agenda (2020)“Working out for likes”: An empirical study on social influence in exercise gamification (2015)Gamification Applications in E-learning: A Literature Review (2021)
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References

  • 2017What Is eSports and Why Do People Watch It?1,034 cited
  • 2015Why do people use gamification services?643 cited
  • 2017An adoption framework for mobile augmented reality games: The case of Pokémon Go476 cited
  • 2017Why do people play games? A meta-analysis359 cited
  • 1987Assessment of Fit in Overidentified Models with Latent Variables357 cited
  • 2008Determinants of accepting wireless mobile data services in China348 cited
  • 2015Modeling hedonic is continuance through the uses and gratifications theory: An empirical study in online games335 cited
  • 2016What drives in-app purchase intention for mobile games? An examination of perceived values and loyalty326 cited
  • 2015Why do people buy virtual goods? Attitude toward virtual good purchases versus game enjoyment297 cited
  • 2010An empirical investigation of mobile data service continuance: Incorporating the theory of planned behavior into the expectation–confirmation model288 cited
  • 2013Determinants of player acceptance of mobile social network games: An application of extended technology acceptance model274 cited
  • 2014Why do people play mobile social games? An examination of network externalities and of uses and gratifications271 cited
  • 2017Mobile application driven consumer engagement218 cited
  • 2014The effects of hedonic/utilitarian expectations and social influence on continuance intention to play online games

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216 cited
  • 2008The role of Internet addiction in online game loyalty: an exploratory study192 cited
  • 2016The effect of flow experience on player loyalty in mobile game application191 cited
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