SZodixStudyAcademic Library
ShelvesOpen access
Study · an open academic library·Metadata from OpenAlex (CC0)·Shelves·OpenAlex metadata, de-duplicated
Understanding the Intention to Use Virtual Currency in a Gamified E-Commerce Context
16 references·0 citing·41 second hop
Understanding the Intention to Use Virtual Currency in a Gamified E-Commerce Context (2021)Understanding the Intention to Use Virtua…Does gamification affect brand engagement and equity? A study in online brand communities (2020)Does gamification affect bran…Strengthening gamification studies: Current trends and future opportunities of gamification research (2018)Strengthening gamification st…Examining the impact of gamification on intention of engagement and brand attitude in the marketing context (2017)Examining the impact of gamif…A definition for gamification: anchoring gamification in the service marketing literature (2016)A definition for gamification…Partial least squares structural equation modeling (PLS-SEM): A useful tool for family business researchers (2014)Partial least squares structu…Gamification (2012)GamificationFrom game design elements to gamefulness (2011)From game design elements to …An empirical comparison of the efficacy of covariance-based and variance-based SEM (2009)An empirical comparison of th…The role of online and offline features in sustaining virtual communities: an empirical study (2007)The role of online and offlin…User Acceptance of Hedonic Information Systems1 (2004)User Acceptance of Hedonic In…Diffusing the internet in the arab world: the role of social norms and technological culturation (2003)Diffusing the internet in the…A Partial Least Squares Latent Variable Modeling Approach for Measuring Interaction Effects: Results from a Monte Carlo Simulation Study and an Electronic-Mail Emotion/Adoption Study (2003)A Partial Least Squares Laten…A critical assessment of potential measurement biases in the technology acceptance model: three experiments (1996)A critical assessment of pote…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…Evaluating Structural Equation Models with Unobservable Variables and Measurement Error (1981)Evaluating Structural Equatio…Belief, Attitude, Intention and Behavior: An Introduction to Theory and Research (1975)Self-efficacy mechanism in human agency. (1982)User Acceptance of Information Technology: Toward A Unified View1 (2003)A new criterion for assessing discriminant validity in variance-based structural equation modeling (2014)Flow: the psychology of optimal experience (1990)Flow: The Psychology of Optimal Experience (1991)Gamification. using game-design elements in non-gaming contexts (2011)Does Gamification Work? -- A Literature Review of Empirical Studies on Gamification (2014)Gamification in theory and action: A survey (2014)How gamification motivates: An experimental study of the effects of specific game design elements on psychological need satisfaction (2016)Understanding Attitudes and Predicting Social Behavior (1980)Common method biases in behavioral research: A critical review of the literature and recommended remedies. (2003)PLS-SEM: Indeed a Silver Bullet (2011)Gain more insight from your PLS-SEM results (2016)Partial least squares structural equation modeling in HRM research (2018)Partial Least Squares Structural Equation Modeling (2021)A technology acceptance model for empirically testing new end-user information systems : theory and results (1985)Creation of Favorable User Perceptions: Exploring the Role of Intrinsic Motivation1 (1999)A Longitudinal Investigation of Personal Computers in Homes: Adoption Determinants and Emerging Challenges1 (2001)Personal innovativeness, social influences and adoption of wireless Internet services via mobile technology (2005)Structural equation modeling in practice: A review and recommended two-step approach. (1988)Structural Equations with Latent Variables (1989)How to Write Up and Report PLS Analyses (2009)Using PLS Path Modeling for Assessing Hierarchical Construct Models: Guidelines and Empirical Illustration1 (2009)Partial Least Squares Structural Equation Modeling (PLS-SEM) Using R (2021)A Theoretical Extension of the Technology Acceptance Model: Four Longitudinal Field Studies (2000)Technology Acceptance Model 3 and a Research Agenda on Interventions (2008)Consumer Acceptance and Use of Information Technology: Extending the Unified Theory of Acceptance and Use of Technology1 (2012)Flow: The Psychology of Optimal Experience (1991)Evolving to a New Dominant Logic for Marketing (2003)Does gamification satisfy needs? A study on the relationship between gamification features and intrinsic need satisfaction (2019)Gamification of health professions education: a systematic review (2020)Enhancing user engagement: The role of gamification in mobile apps (2021)A Paradigm for Developing Better Measures of Marketing Constructs (1979)A power primer. (1992)The Use of Partial Least Squares Structural Equation Modeling in Strategic Management Research: A Review of Past Practices and Recommendations for Future Applications (2012)Consistent Partial Least Squares Path Modeling1 (2015)Mirror, mirror on the wall: a comparative evaluation of composite-based structural equation modeling methods (2017)Significance tests and goodness of fit in the analysis of covariance structures. (1980)On the Evaluation of Structural Equation Models (1988)When to use and how to report the results of PLS-SEM (2018)
this work references cited by second hop

References

  • 1981Evaluating Structural Equation Models with Unobservable Variables and Measurement Error108,884 cited
  • 1989Perceived Usefulness, Perceived Ease of Use, and User Acceptance of Information Technology68,271 cited
  • 1989User Acceptance of Computer Technology: A Comparison of Two Theoretical Models25,696 cited
  • 2011From game design elements to gamefulness8,391 cited
  • 2003A Partial Least Squares Latent Variable Modeling Approach for Measuring Interaction Effects: Results from a Monte Carlo Simulation Study and an Electronic-Mail Emotion/Adoption Study6,477 cited
  • 2004User Acceptance of Hedonic Information Systems13,849 cited
  • 2009An empirical comparison of the efficacy of covariance-based and variance-based SEM2,904 cited
  • 2014Partial least squares structural equation modeling (PLS-SEM): A useful tool for family business researchers2,211 cited
  • 1996A critical assessment of potential measurement biases in the technology acceptance model: three experiments1,420 cited
  • 2016A definition for gamification: anchoring gamification in the service marketing literature1,089 cited
  • 2012Gamification726 cited
  • 2017Examining the impact of gamification on intention of engagement and brand attitude in the marketing context457 cited
  • 2020Does gamification affect brand engagement and equity? A study in online brand communities415 cited
  • 2003

Only edges whose both ends are imported exist here. Widen the year window, or show the whole map. Back to the work

Diffusing the internet in the arab world: the role of social norms and technological culturation
371 cited
  • 2018Strengthening gamification studies: Current trends and future opportunities of gamification research286 cited
  • 2007The role of online and offline features in sustaining virtual communities: an empirical study283 cited
  • Cited by

    No citing works inside the corpus for this window.