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“Going on a sensory adventure, a touchy subject?”: investigating haptic technology and consumer adventure orientation
16 references·0 citing·46 second hop
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References

  • 2011An assessment of the use of partial least squares structural equation modeling in marketing research8,083 cited
  • 2003Hedonic shopping motivations2,290 cited
  • 2004Measuring Attitude toward the Brand and Purchase Intentions1,807 cited
  • 2000The Impact of Technology on the Quality-Value-Loyalty Chain: A Research Agenda1,795 cited
  • 2011Multigroup Analysis in Partial Least Squares (PLS) Path Modeling: Alternative Methods and Empirical Results1,324 cited
  • 2016A definition for gamification: anchoring gamification in the service marketing literature1,089 cited
  • 2016Fear of missing out, need for touch, anxiety and depression are related to problematic smartphone use1,018 cited
  • 2006An assessment of value creation in mobile service delivery and the moderating role of time consciousness897 cited
  • 2009VALUE, SATISFACTION AND BEHAVIORAL INTENTIONS IN AN ADVENTURE TOURISM CONTEXT877 cited
  • 2009The Effect of Mere Touch on Perceived Ownership820 cited
  • 2002Impact of 3-D Advertising on Product Knowledge, Brand Attitude, and Purchase Intention: The Mediating Role of Presence779 cited
  • 2015Do badges increase user activity? A field experiment on the effects of gamification677 cited
  • 2005Linking perceived value and loyalty in location‐based mobile services660 cited
  • 2003To have and to Hold: The Influence of Haptic Information on Product Judgments

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618 cited
  • 2013Sensory marketing, embodiment, and grounded cognition: A review and introduction552 cited
  • 2018Digital Sensory Marketing: Integrating New Technologies into Multisensory Online Experience506 cited
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