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Customer adoption factors for in-flight entertainment and connectivity
16 references·3 citing·32 second hop
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References

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  • 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
  • 1993Research methods for business: A skill building approach16,985 cited
  • 1992Extrinsic and Intrinsic Motivation to Use Computers in the Workplace 16,231 cited
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  • 1982Hedonic Consumption: Emerging Concepts, Methods and Propositions5,610 cited
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  • 2000Consumer Choice between Hedonic and Utilitarian Goods2,236 cited
  • 2002An Attitudinal Model of Technology-Based Self-Service: Moderating Effects of Consumer Traits and Situational Factors1,895 cited
  • 1998Donations to Charity as Purchase Incentives: How Well They Work May Depend on What You Are Trying to Sell1,219 cited
  • 2001Shopping Online for Freedom, Control, and Fun1,150 cited
  • 2006The role of social presence in establishing loyalty in e-Service environments

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704 cited
  • 2004Play, Flow, and the Online Search Experience617 cited
  • 2005For fun and profit: Hedonic value from image interactivity and responses toward an online store488 cited
  • Cited by

    • 2023Low-Cost Airlines Not So Low-Cost – Exploring the Relationships among Travel Motivation, Service Quality and Satisfaction: The Moderating Roles of Perceived Value24 cited
    • 2024Determinants of travel satisfaction for commercial airlines: A data mining approach15 cited
    • 2023Evaluating Influencing Factors of Audiences’ Attitudes toward Virtual Concerts: Evidence from China13 cited