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When is play productive?
16 references·16 citing·22 second hopsampled
When is play productive? (1991)When is play productive?Play, Dreams And Imitation In Childhood (2013)Play, Dreams And Imitation In…LEARNING BY KNOWLEDGE‐INTENSIVE FIRMS* (1992)LEARNING BY KNOWLEDGE‐INTENSI…User Acceptance of Computer Technology: A Comparison of Two Theoretical Models (1989)User Acceptance of Computer T…Perceived Usefulness, Perceived Ease of Use, and User Acceptance of Information Technology (1989)Perceived Usefulness, Perceiv…Optimal experience in work and leisure. (1989)Optimal experience in work an…Intrinsic Motivation and Self-Determination in Human Behavior (1988)Intrinsic Motivation and Self…Role of efficacy expectations in predicting the decision to use advanced technologies: The case of computers. (1987)Role of efficacy expectations…Intrinsic Motivation and Self-Determination in Human Behavior (1985)Intrinsic Motivation and Self…A technology acceptance model for empirically testing new end-user information systems : theory and results (1985)A technology acceptance model…Toward a Theory of Intrinsically Motivating Instruction* (1981)Toward a Theory of Intrinsica…User Attitudes and Management Information System Use (1979)User Attitudes and Management…Beyond boredom and anxiety (1975)Beyond boredom and anxietyMotivation reconsidered: The concept of competence. (1963)Motivation reconsidered: The …Conflict, arousal, and curiosity. (1960)Conflict, arousal, and curios…Motivation reconsidered: The concept of competence. (1959)Motivation reconsidered: The …“Banana Time”: Job Satisfaction and Informal Interaction (1959)“Banana Time”: Job Satisfacti…Exploring the intention to use M-payment in India (2019)Exploring the intention to us…Playfulness and Creativity (2018)Playfulness and CreativityGender Moderation in Gamification: Does One Size Fit All? (2017)Gender Moderation in Gamifica…Ambidexterity of employees: the role of empowerment and knowledge sharing (2017)Ambidexterity of employees: t…Young at Heart (2015)Young at HeartSelf-regulation influence on game play flow state (2015)Self-regulation influence on …Play Behavior and Playfulness in Adulthood (2015)Play Behavior and Playfulness…Understanding the adoption of mobile innovation in China (2014)Understanding the adoption of…The Moderating Effects of Utilitarian and Hedonic Values on Information Technology Continuance (2012)The Moderating Effects of Uti…Understanding users’ motivations to engage in virtual worlds: A multipurpose model and empirical testing (2011)Understanding users’ motivati…Serious Play as a Practice of Paradox (2011)Serious Play as a Practice of…Ain't Misbehavin': Taking Play Seriously in Organizations (2009)Ain't Misbehavin': Taking Pla…End-user adoption of animated interface agentsin everyday work applications (2006)End-user adoption of animated…Creativity in the organization: the role of individual creative problem solving and computer support (2001)Creativity in the organizatio…Microcomputer playfulness (1997)Microcomputer playfulnessEffects of work task cues and play task cues on information processing, judgment, and motivation. (1994)Effects of work task cues and…Belief, Attitude, Intention and Behavior: An Introduction to Theory and Research (1975)Self-efficacy mechanism in human agency. (1982)A Theoretical Extension of the Technology Acceptance Model: Four Longitudinal Field Studies (2000)User Acceptance of Information Technology: Toward A Unified View1 (2003)A new criterion for assessing discriminant validity in variance-based structural equation modeling (2014)Understanding Attitudes and Predicting Social Behavior (1980)The origins of intelligence in children. (1952)Science and Human Behavior (1953)Motivation and Personality (1997)Pretense and representation: The origins of "theory of mind." (1987)Social Cognition, Joint Attention, and Communicative Competence from 9 to 15 Months of Age (1998)Understanding and sharing intentions: The origins of cultural cognition (2005)Subjective Well-Being (1984)The "What" and "Why" of Goal Pursuits: Human Needs and the Self-Determination of Behavior (2000)Handbook of Positive Psychology (2001)Development of an Instrument to Measure the Perceptions of Adopting an Information Technology Innovation (1991)Universals in the Content and Structure of Values: Theoretical Advances and Empirical Tests in 20 Countries (1992)Well-being : the foundations of hedonic psychology (1999)The Psychological Meaning of Words: LIWC and Computerized Text Analysis Methods (2009)Intrinsic and Extrinsic Motivations: Classic Definitions and New Directions (2000)Self-determination theory and the facilitation of intrinsic motivation, social development, and well-being. (2000)The benefits of being present: Mindfulness and its role in psychological well-being. (2003)
this work references cited by second hop· second hop is a sample of the most-cited connections

References

  • 1989Perceived Usefulness, Perceived Ease of Use, and User Acceptance of Information Technology68,271 cited
  • 1985Intrinsic Motivation and Self-Determination in Human Behavior26,744 cited
  • 1989User Acceptance of Computer Technology: A Comparison of Two Theoretical Models25,696 cited
  • 1988Intrinsic Motivation and Self-Determination in Human Behavior15,312 cited
  • 1985A technology acceptance model for empirically testing new end-user information systems : theory and results6,184 cited
  • 1960Conflict, arousal, and curiosity.6,018 cited
  • 1975Beyond boredom and anxiety5,708 cited
  • 1959Motivation reconsidered: The concept of competence.5,681 cited
  • 2013Play, Dreams And Imitation In Childhood5,367 cited
  • 1963Motivation reconsidered: The concept of competence.4,792 cited
  • 1981Toward a Theory of Intrinsically Motivating Instruction*2,197 cited
  • 1989Optimal experience in work and leisure.1,942 cited
  • 1992LEARNING BY KNOWLEDGE‐INTENSIVE FIRMS*1,441 cited
  • 1959“Banana Time”: Job Satisfaction and Informal Interaction1,024 cited
  • 1987Role of efficacy expectations in predicting the decision to use advanced technologies: The case of computers.806 cited

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  • 1979User Attitudes and Management Information System Use582 cited
  • Cited by

    • 2011Understanding users’ motivations to engage in virtual worlds: A multipurpose model and empirical testing188 cited
    • 2017Ambidexterity of employees: the role of empowerment and knowledge sharing149 cited
    • 2015Play Behavior and Playfulness in Adulthood130 cited
    • 2011Serious Play as a Practice of Paradox125 cited
    • 2018Playfulness and Creativity122 cited
    • 1994Effects of work task cues and play task cues on information processing, judgment, and motivation.88 cited
    • 2009Ain't Misbehavin': Taking Play Seriously in Organizations87 cited
    • 2015Young at Heart79 cited
    • 2017Gender Moderation in Gamification: Does One Size Fit All?62 cited
    • 1997Microcomputer playfulness61 cited
    • 2012The Moderating Effects of Utilitarian and Hedonic Values on Information Technology Continuance54 cited
    • 2006End-user adoption of animated interface agentsin everyday work applications51 cited
    • 2015Self-regulation influence on game play flow state48 cited
    • 2001Creativity in the organization: the role of individual creative problem solving and computer support42 cited
    • 2014Understanding the adoption of mobile innovation in China41 cited
    • 2019Exploring the intention to use M-payment in India38 cited